____ _____ ____ ___ ____ _____ _ _ _____ _______ ____ _
| _ \| ___/ ___|_ _| _ \| ___| \ | |_ _| | ___\ \ / / _| |
| | \ | |_ | (___ | || | \ | |_ | \| | | | | |_ \ \ / /| || |
| |_| | _| \___ \| || | || _| | | | | | _| \ \/ / | || |
| _ <| |___ ___) | || |_/ | |___| |\ | | | | |___ \ / | || |___
|_| \_\_____|____/___|____/|_____|_| \_| |_| |_____| \/ |___|_____|
____ ___ ____ _____ __ __ _
/ ___/ _ \| _ \| ____|_ \ \ / /__ _ __ ___ _ __ (_) ___ __ _
| | | | | | | | | _| (_) \ \ / / _ \ '__/ _ \| '_ \| |/ __/ _` |
| |__| |_| | |_| | |___ _ \ | / __/ | | (_) | | | | | (_| (_| |
\____\___/|____/|_____(_) \_/ \___|_| \___/|_| |_|_|\___\__,_|
------------------------------------------------------------------------
************************************************************************
R E S I D E N T E V I L C O D E : V E R O N I C A (X)
B I O H A Z A R D C O D E : V E R O N I C A (COMPLETE)
U L T I M A T E O N L I N E G U I D E
************************************************************************
------------------------------------------------------------------------
Written by cvxfreak
Version 4.0
October 1, 2011
Versions covered:
-----------------
Resident Evil CODE: Veronica (Sega Dreamcast, Worldwide)
Biohazard CODE: Veronica Kanzenban (Sega Dreamcast, Japan)
Resident Evil CODE: Veronica X (PlayStation 2, worldwide)
Resident Evil CODE: Veronica X (GameCube, worldwide)
Resident Evil CODE: Veronica X Now in HD (PlayStation 3, worldwide)
Resident Evil CODE: Veronica X Now in HD (Xbox 360, worldwide)
------------------------------------------------------------------------
Table of Contents
------------------------------------------------------------------------
1. Introduction
2. Version History
3. Controls
4. Characters
5. Strategies
6. Walkthrough: Claire Redfield
7. Walkthrough: Chris Redfield
8. Battle Game
9. Battle Game: Claire Redfield
10. Battle Game: Alternate Claire Redfield
11. Battle Game: Chris Redfield
12. Battle Game: Steve Burnside
13. Battle Game: Albert Wesker
14. Item List
15. File Transcripts
16. Health Guide
17. Monster and Boss List
18. Optional and Alternate Scenes
19. New Events Guide
20. About The Author
21. Conclusion
========================================================================
------------------------------------------------------------------------
1. Introduction
------------------------------------------------------------------------
========================================================================
Resident Evil CODE: Veronica was originally released on the Sega
Dreamcast console in early 2000. The game featured the best graphics
seen in any Resident Evil gave at that time. Later that same year,
Capcom announced that they would re-release the game on Dreamcast and
PlayStation 2 under the name "CODE: Veronica Kanzenban" (Kanzenban is a
Japanese word meaning "complete" or "perfect."
A year after the original CODE: Veronica came out, CODE: Veronica
Complete was released. It featured extra storyline cut-scenes important
to the Resident Evil series. A few months after CODE: Veronica
Kanzenban's release in Japan, it was released elsewhere under the title
"CODE: Veronica X."
Shortly after CODE: Veronica X's release, Capcom announced that the
Resident Evil series would continue on Nintendo GameCube, and that
announcement included a GameCube version of CODE: Veronica Kanzenban. In
2006, Japan received another version of CODE: Veronica Kanzenban for the
PlayStation 2, bundled with a soundtrack. It was discounted again in
early 2009 and released as part of a bundle pack with Biohazard 4
in September 2009 for the PlayStation 2.
In 2011, Capcom commemorated the 15th anniversary of the Biohazard
series by releasing Biohazard Revival Selection HD Remaster-ban, a
compilation of both CODE: Veronica and Biohazard 4 with newly remastered
high definition visuals for the PlayStation 3 and Xbox 360. In North
America and Europe, CODE: Veronica X became a downloadable game on
PlayStation Network and Xbox Live Games on Demand for $19.99 USD.
Meanwhile, CODE: Veronica serves as a base for the "Game of Oblivion"
chapter in Biohazard: Darkside Chronicles for the Nintendo Wii, as well
as the setting of Gun Survivor 2: Biohazard CODE: Veronica.
========================================================================
------------------------------------------------------------------------
2. Version History
------------------------------------------------------------------------
========================================================================
October 1, 2011
A big update that adds in coverage for the PlayStation 3 and Xbox
360 HD remaster versions released in September 2011 and makes changes to
the guide's formatting.
October 12, 2009
Just a slim update that fixes minor errors and adds a tiny update to
the game's information.
June 11, 2007
It's been over six years since I wrote this FAQ, and in that time, I've
developed superior writing skills and learned about better formatting.
So, this update focuses on cleaning the FAQ up, improving the writing
and trimming any excess, unnecessary information.
(Older updates have been deleted.)
========================================================================
------------------------------------------------------------------------
3. Controls
------------------------------------------------------------------------
========================================================================
=====================
PlayStation 2 Version
=====================
Start Button: Start Game/Display Status Screen
Select Button: Skip movie/cut-scene
Left Stick: Highlight Menu Selections/Move Your Character
Right Stick: Display Status Screen by pushing down
Triangle Button: Display/Hide Map Screen
O Button: Cancel Menu Selection/Down + O = 180* Turn
X Button: Confirm menu selection/Attack/Action
R1 Shoulder Button: Aim Weapon
R2 Shoulder Button: Change targets with R1 pressed
To move the character:
----------------------
Up: Forward
Down: Backward
Right: Rotate right
Left: Rotate left
=================
Dreamcast Version
=================
R Trigger: Ready Weapon (press and hold)
L Trigger: Change Targets (when R trigger is held)
X Button: Action/Confirm Selection
Y Button: Map Screen
B Button: Status Screen/Cancel
A Button: Dash (with D-button UP)/Cancel selection
Start Button: Option menu, skip movie/cut-scene
Analog Thumb Pad: Moves character and options
D-Pad: Moves character and options
To move the character:
----------------------
Up: Forward
Down: Backward
Right: Rotate right
Left: Rotate left
================
GameCube Version
================
Type A
------
A Button: Action/Confirm Selection
B Button: Cancel/Run
X Button: Not Used
Y Button: Status Screen
Z Button: Map
R Trigger: Aim Weapon
L Trigger: Change Targets (when R trigger is held)
Start Button: Option menu, skip movie/cut-scene
Analog Thumb Pad: Moves character and options
D-Pad: Moves character and options
C-Stick: 180* Turn
Type B
------
A Button: Action/Confirm Selection
B Button: Cancel/Run
X Button: Map
Y Button: Status Screen
Z Button: Not Used
R Trigger: Aim Weapon
L Trigger: Change Targets (when R trigger is held)
Start Button: Option menu, skip movie/cut-scene
Analog Thumb Pad: Moves character and options
D-Pad: Moves character and options
C-Stick: 180* Turn
Type C
------
A Button: Action/Confirm Selection
B Button: Cancel
X Button: Status Screen
Y Button: Map
Z Button: Not Used
R Trigger: Move character forward (speed depends on pressure)
L Trigger: Aim Weapon
Start Button: Option menu, skip movie/cut-scene
Analog Thumb Pad: Moves character and options
D-Pad: Moves character and options
C-Stick: 180* Turn
To move the character:
----------------------
Up: Forward
Down: Backward
Right: Rotate right
Left: Rotate left
=====================
PlayStation 3 Version
=====================
Start Button: Start Game/Display Status Screen
Select Button: Skip movie/cut-scene
Left Stick: Highlight Menu Selections/Move Your Character
Triangle Button: Display/Hide Map Screen
O Button: Cancel Menu Selection/Down + O = 180* Turn
X Button: Confirm menu selection/Attack/Action
R1 Shoulder Button: Aim Weapon
R2 Shoulder Button: Change targets with R1 pressed
PS Button: Access PlayStation 3 XMB Menu
To move the character:
----------------------
Up: Forward
Down: Backward
Right: Rotate right
Left: Rotate left
================
Xbox 360 Version
================
Start Button: Start Game/Display Status Screen
Back Button: Skip movie/cut-scene
Left Stick: Highlight Menu Selections/Move Your Character
Triangle Button: Display/Hide Map Screen
B Button: Cancel Menu Selection/Down + O = 180* Turn
A Button: Confirm menu selection/Attack/Action
R Shoulder Button: Aim Weapon
R Shoulder Button: Change targets with R pressed
Guide Button: Access Xbox 360 Dashboard
To move the character:
----------------------
Up: Forward
Down: Backward
Right: Rotate right
Left: Rotate left
========================================================================
------------------------------------------------------------------------
4. Characters
------------------------------------------------------------------------
========================================================================
---------------
Claire Redfield
---------------
Age: 19
Claire Redfield returns after co-starring in Resident Evil 2 with Leon.
Sister of Chris Redfield, Claire's tough and intelligent for a 19 year-
old, and has the ability to survive even the most dire circumstances.
She went to Raccoon City to look for her brother, but instead found the
city to be infested with zombies. She escaped with Leon and Sherry
Birkin and continues her search in CODE: Veronica.
--------------
Chris Redfield
--------------
Age: 26
Chris, fresh off his experiences in the original Resident Evil, returns
to rescue his little sister from Umbrella's evil clutches. After living
through the Spencer Estate disaster, he dedicated his life to taking
Umbrella down with his fellow S.T.A.R.S. members, Jill Valentine, Barry
Burton and Rebecca Chambers.
--------------
Steve Burnside
--------------
Age: 17
Steve Burnside is a teenage prisoner on Rockfort Island, where he was
taken along with his father after offending the Umbrella Corporation.
Like Claire, he too has a knack for surviving tense situations, and
despite his brash, wreckless nature, Steve is generally a competent boy
who can fly planes, shoot with both hands and looks like a certain
famous Hollywood actor...
-------------
Albert Wesker
-------------
Age: 38
He was the leader of the S.T.A.R.S. until he supposedly died in the
Spencer Mansion incident. And now he's back, with a vengeance and a
sinister plot that now forms the backbone of the Resident Evil series'
plot. Supercharged thanks to a special virus, he's a forced to be
reckoned with.
--------------
Alfred Ashford
--------------
Age: 27
Alfred is in charge of Rockfort Island, and believes Claire is the
cause of the outbreak that's occurred on the island. Hence, he wants to
murder her with a passion. He carries a terrible secret related to his
family, who are key players in the history of the Umbrella Corporation.
--------------
Alexia Ashford
--------------
Age: 27
She is Alfred's twin sister who supposedly died in a freak accident.
Before her death, she was a brilliant scientist at the young age of 10,
a child prodigy if there were ever one. However, the truth regarding the
circumstances that surround her will reveal itself in the game...
------------------
Rodrigo Juan Raval
------------------
Age: Unknown
He captured Claire Redfield in Paris and after the attack on Rockfort
Island, frees her. After all, he has nothing to lose if he's about to
die from either the zombies or the wound on his abdomen. However cold as
he may appear, Rodrigo's actually not so heartless and does have genuine
good will in himself.
========================================================================
------------------------------------------------------------------------
5. STRATEGIES
------------------------------------------------------------------------
========================================================================
When playing through Resident Evil CODE: Veronica, there are important
gameplay tips to keep in mind that will be crucial to successfully
completing the game. The most important ones are listed below:
--------------------------
Evade Zombies and Monsters
--------------------------
In the Resident Evil series, avoiding enemies in order to advance to
the next room or area is a crucial strategy for success. It saves time
and ammunition. If you are in a room that is spacious enough, then run
around the enemies and proceed. Not all enemies can be dodged, so be
mindful of this possibility, or else it can end up getting your player
killed.
-------------
Conserve Ammo
-------------
Ammunition is limited. In Normal Mode or the default difficulty mode
in the North American versions of the game, there definitely is not
enough ammo to kill every enemy found in the game. In addition to
conserving ammo by avoiding enemies, you can save ammo through other
means. The Combat Knife is a good choice for more experienced players
against zombies and zombie dogs. Another tactic would be to shoot a
zombie to the ground, and then let it bite the player's ankle so the
character will stomp on its head and kill it. The Shotgun or M100Ps
can take down multiple zombies at once. Sometimes you just have
to use the ammo you have to kill an enemy and proceed and cannot run
away, so do not be afraid to utilize your weaponry when that time
comes.
----------------------
Attack from a Distance
----------------------
Many of the enemies in Resident Evil CODE: Veronica have long range
attacks, particularly the Bandersnatches and Hunters/Sweepers, which
makes it ideal to dispatch them from a distance. Be aware that some
enemies, like zombie dogs, can reduce distances between themselves
and the player within a few seconds, so be sure not to waste time
when attacking from a distance.
-------------------------
Try to Decapitate Zombies
-------------------------
Decapitating a zombie is a guaranteed way to quickly dispose of a
zombie. This is done easiest with the SHOTGUN.
---------------------------
Keep Recovery Items On Hand
---------------------------
Inevitably, the player characters will be attacked and lose health.
This is where recovery items such as GREEN HERB and FIRST AID SPRAY
come in. Always keep one of each (GREEN HERB and FIRST AID SPRAY) to
cover both small and large amounts of damage.
-----------------------
Use Your Weapons Wisely
-----------------------
A more powerful weapon many times is the worst possible weapon to use.
Don't use the Magnum on one lone zombie, and don't use the Handgun
against a group of zombies. The Magnum needs to be saved for powerful
foes, and the Handgun should be used for lone enemies a fair distance
away. Thankfully, the SHOTGUN and GRENADE LAUNCHER are flexible. The
SHOTGUN will burn through groups of zombies in two or three shots,
while the GRENADE LAUNCHER, depending on the type of ammo, will kill
most enemies in a shot or two.
------------------------
Make Multiple Save Files
------------------------
What you should do is save on multiple save slots a few times in your
adventure. If you make a mistake and become unable to proceed forward
in the game due to that mistake (such as using up too much ammo or
health), then reload an older save file and avoid making the mistake.
-----------------------------
Manage Your Item Slots Wisely
-----------------------------
Chris and Claire can initially hold eight items before finding the
Side Pack items in the middle of their respective adventures. For
each character, keep a health item, weapon, ammo and a powerful weapon
at your disposal. At least two spaces should be unoccupied for items you
can pick up. Make frequent trips to the item box and drop things off
that you don't need.
----------------------------
Use The Lighter Against Bats
----------------------------
The light from the lighter will scare bats away so they won't damage
you and you can save ammo.
========================================================================
------------------------------------------------------------------------
6. Walkthrough: Claire Redfield
------------------------------------------------------------------------
========================================================================
Note that the Xbox 360 and PlayStation 3 versions have 12 achievements
and trophies (respectively) that are earned at fixed points of the game.
They are noted in the walkthrough where relevant. They are not featured
in the Dreamcast, GameCube or PlayStation 2 versions.
------------------------------------------------------------------------
Part One: Prison Area
------------------------------------------------------------------------
Cellblock Room
--------------
We are in a cellblock. Start off by going to your item screen. Go to the
LIGHTER you see and use "Select" with the action button. This will
prompt a cut-scene. After the cut-scene, go back into the cellblock and
grab the ever-important GREEN HERB. In the small corner of the room,
grab the HANDGUN BULLETS. On the desk near the unconscious jailer is a
COMBAT KNIFE. Once you have all the items, you may exit the room.
Rodrigo is injured. You will need to find him HEMOSTATIC MEDICINE, which
can be found in about an hour through the game. If you do not, you will
miss out on some useful items.
Cellblock Hallway
-----------------
Run across the typewriter and grab the INK RIBBON from the desk. Do not
save the game, though. Grab the box of HANDGUN BULLETS on the ground
also. Run across the hallway, and unequip the LIGHTER in your item
screen, and equip the COMBAT KNIFE instead. Climb the stairs at the end
of the hall.
Graveyard
---------
Run across the graveyard and make a U-turn past the burning truck. A
cut-scene will then trigger, and 4 zombies will appear. This battle is
simply not worth it. Dodge the zombies and continue in the direction you
are facing, pass the open gate to the door. If you get bitten, check
your health status on the Item Screen. Only use the GREEN HERB from
Rodigo's cellblock if you are on Yellow CAUTION health. Pass through the
door.
That BRIEFCASE that fell from the exploded truck is an item you will get
in 10 minutes. But do not get it now, as fire surrounds the BRIEFCASE.
- Achievement/Trophy Note -
When you leave this room, you will earn "The Terror Begins."
Courtyard
---------
Walk up some steps and another cut-scene will occur between Claire and
Steve Burnside. After he leaves, you will want to grab the HANDGUN
BULLETS on the truck next to the door you just past through. Don't
forget that you know have the HANDGUN equipped. Keep it equipped. Pass
through the only unlocked door in this courtyard (besides the one you
passed through).
---> Alert <---
The giant door is the gate of the Prison and the goal of this mission is
to unlock it. It leads to the other areas of this entire island. We need
a HAWK EMBLEM to unlock it. It is in this prison, somewhere.
Barrack
-------
In this circular room, you have the option to explore the barracks
nearby. Climb the small set of steps, and pass a door to the GREEN HERB
nearby. Go back to the door you just past and enter through it. Those
individuals who want to skip this area and a powerful weapon can meet me
at the upcoming "Guillotine Cage" paragraph.
Prison House
------------
In this disgusting prison house, there are zombies. Shoot them. You have
plenty of bullets to burn. Once they are all dead, climb the small steps
up to the table and grab a GREEN HERB. Head back down the small stairs
and to the door to the right from where you just entered from.
Bunk Room
---------
Run across this room and on the second bunk to the right, grab the
PRISONER'S DIARY.
After reading it, keep moving forward and turn 2 left turns. At the end,
grab the HANDGUN BULLETS. Head back and where you see the window banging
is another box of HANDGUN BULLETS. Suddenly, the zombie will break in.
Shoot it and the other 2 zombies that get in your way. After the fierce
battle, pick up the M 100 P guns. These guns are extremely powerful, but
save them for the Military Training Facility later on. Return to the Main
Room.
Prison House
------------
Zombies have invaded, so dodge them. Before exiting, re-explore the room
and find a Prison Map in the corner. Now you can find your way back.
Barracks
--------
Head down the small steps. Watch the cut-scene. Turn and continue along
the path. Another cut-scene occurs. Continue along the path until you
come to a locked gate and a door. Enter the door.
Guillotine Room
---------------
Kill every zombie in here. There are zombies behind the gate, but you
cannot kill them. The door to your right is the other side of the
"Nailed Door" in the Courtyard, where you met Steve Burnside. The small
door hidden in an alley ward in the corner is your next destination.
---> Alert <---
That locked gate needs to be unlocked. You will do it in a few minutes.
Security Hall
-------------
Move forward, and then a small cut-scene will occur, instructing you to
place ALL your items inside the security box, including the LIGHTER. Run
across the hall, past another security box. Turn to Claire's right.
There is a table with GRENADE ROUNDS and FLAME ROUNDS. There is also a
FIRST AID SPRAY. Deposit them in the nearest security box. Then take the
door nearby.
Computer Room
-------------
Run down and grab the document. Then turn around and watch a cut-scene
with Steve. Afterwards, examine the yellow clipboard next to the
computer. You'll get the HAWK EMBLEM, the item you need to get out of
the Prison. The door nearby is blocked, but press the little switch to
the right of the door. Now you can unlock the gate in the Guillotine
Room.
Security Hall
-------------
Return to the Security Hall and then go to the 3D duplicator machine to
the right of the table. Examine the machine and place the Hawk Emblem in
there. Now return to the first SECURITY BOX and grab the HANDGUN,
BULLETS and HERBS. Return to the Guillotine Room.
Guillotine Room
---------------
Go to the roll up gate. To the left is a blinking switch. Press it. The
gate rises and zombies attack. Kill them ones in front of Claire by
exploding the BARRELS nearby. Kill the rest of the zombies. Now go into
the garage and grab the FIRE EXTINGUISHER. Head into the cage and grab
the PADLOCK KEY from the guillotine slick. Return to the Barracks.
Barracks
--------
Continue your way around. After you turn a corner, the zombie dogs will
emerge from below the barracks and chase you, so keep running. Head
through the door at the end, back into the Courtyard.
Courtyard
---------
Zombies have entered this area, so dodge them. You may not have enough
BULLETS to stop them. Enter the door leading to the Graveyard.
Graveyard
---------
Kill every zombie in here with your HANDGUN. Now go over to the burning
truck and use the EXTINGUISHER. Grab the BRIEFCASE. Open it in your item
screen by examining it, and then spinning it to the top of the case,
where you can open it. Inside is TG-01 and a file.
Now return to the Courtyard.
Courtyard
---------
Run into the Barracks.
Barracks
--------
From the entrance, turn to Claire's right to a locked gate. Use the
PADLOCK KEY to unlock it. It leads to the door leading to the Guillotine
Room, therefore you can avoid the cereberus now! Head into the
Guillotine Room.
Guillotine Room
---------------
Return to the Security Hall.
Security Hall
-------------
Deposit all of your items into the security box, except the TG-01 alloy.
The TG-01 isn't made of metal, so it can bypass security boxes. Return
to the machine where you left your HAWK EMBLEM. To the right is a gold
mechanism. Use the TG-01 there. After a cut-scene, grab the SPECIAL
ALLOY EMBLEM from where you placed the TG-01. Attempt to leave and then
zombies will run in. You have no gun right now, so dodge them until you
reach the first security box. Grab EVERY ITEM, including the FIRE
EXTINGUISHER and the LIGHTER. Return to the Guillotine Room.
Guillotine Room
---------------
Run back to the Barracks.
Barracks
--------
Turn to Claire's left, and enter the Courtyard.
Courtyard
---------
Turn to the biggest door in this room, the prison gate. Use the SPECIAL
ALLOY EMBLEM on the gate. Exit the Courtyard.
Iron Bridge
-----------
We aren't out of the Prison yet. Run across the bridge, and turn left,
down a smaller pathway. Cross it and then turn right, after grabbing 2
GREEN HERBS. See the crates? Push the one closest to the truck up toward
the other crates, and then push them to the right, providing space over
the fire. Now head to the truck in the middle of the bridge and grab the
HANDGUN BULLETS. Now head over the crates, and up the stairs. We are out
of the Prison at last.
------------------------------------------------------------------------
Part Two: Wandering the Palace
------------------------------------------------------------------------
Passage
-------
There are zombies here, so shoot them all. You should have enough ammo.
You'll notice a door nearby, which leads to the Military Training
Facility. Ignore the door for now, and follow the path to a gate.
Palace Courtyard
----------------
Dodge all the dogs here, but don't grab any items yet. Climb the stairs
and run for the Palace. Head through the double doors into the house
proper.
Main Hall
---------
In here, run over to the computer. Enter the following code into the
computer: NTC0394. You will have saved some time getting the ID card in
the save room if you entered the code automatically. The door nearby
unlocks, but before going there, grab some HANDGUN BULLETS. Head up the
long stairs and turn right. Head through the nearby door.
Palace Save Room
----------------
This is the first save room of the game, so rest easy. Head to the item
box and drop off the COMBAT KNIFE.
You should have enough space soon, but that will be find for now. Head
around the corner from the door you entered and grab the file. Keep
going until you reach a locked door. Grab the GREEN HERB nearby. Exit
back into the Main Hall.
Main Hall
---------
Head to the door to the very left of the room. It is the Bathroom.
Bathroom
--------
Search the stalls for HANDGUN BULLETS. Search the sink for FIRST AID
SPRAY. Grab the nearby DURALUMIN CASE. Now exit.
Main Hall
---------
Head into the door you unlocked with the computer, in the left corner of
the room.
Hallway
-------
Shoot all the zombies here. Grab the HANDGUN BULLETS and RED HERB.
Combine the RED HERB with 1 GREEN HERB. Pass by the locked double doors
until you see a single door. It is the GUN Room.
Gun Room
--------
Grab the HANDGUN BULLETS. See the blinking button underneath a display?
Press it and watch a cut-scene. After it ends, a new passage will have
opened. Grab the STEERING WHEEL in there, but don't grab the lugers on
the wall, or else you'll be trapped in the room. Leave the room after
you grab the STEERING WHEEL.
Hallway
-------
Run back to the Main Hall.
Main Hall
---------
Attempt to exit the place completely, and you'll hear a scream. Return
through the door you unlocked with the computer.
Hallway
-------
Run to where you got the STEERING WHEEL.
Gun Room
--------
Go to the computer console. It is the first puzzle of the game. Simply
press options C and E because they're both guns. Then, the puzzle will
end, and you can return to the Hallway safely after watching the
cutscene.
Hallway
-------
Run back to the Main Hall.
Main Hall
---------
In the Main Hall, a cut-scene will occur. After it ends, exit into the
Palace Courtyard.
Palace Courtyard
----------------
Grab the nearby GREEN HERB. See the green blinking object? It is called
the NAVY PROOF. DO NOT grab it at this moment (you can, but it's best to
just wait). Turn to Claire's right from the stairs and head through the
gate at the end. Continue dodging the zombie dogs.
Submarine Dock
--------------
Run and make a U-turn and grab the PALACE MAP and some HANDGUN BULLETS.
Head to the dock and then grab the BOW GUN ARROWS. Go to the little
platform and use the STEERING WHEEL. A submarine will rise and the dock
will slide out to meet it, so head inside.
Submarine
---------
On the chairs is a SIDE PACK. Equip it to allow Claire hold two more
items. Go to the control panel of the Submarine and flip the switch.
After a short cutscene, head up the ladder and leave the submarine.
------------------------------------------------------------------------
Part Three: The Airport
------------------------------------------------------------------------
Airport Tunnel
--------------
Run down the stairs and continue down the tunnel. Head through the first
door.
Fork Room
---------
Kill all the zombies in here. If you are running low on ammo, use the M
100 P. After you kill all the zombies, take the door to the right.
Bridge
------
Run across this bridge. At the end is a gate. Go through.
Cargo Room
----------
Here, take the small lift in the corner. Nearby is a control panel.
Examine. You are now pushing a crane. Push the UP button until the crate
stops moving. Then push it LEFT until it stops moving. Ride the lift
back down. Go to where the crate was and then push the blinking button.
An elevator rises, along with zombies. Kill them. Nearby, grab the
BIOHAZARD CARD and the BOW GUN ARROWS.
Return to the Bridge once you're done.
Bridge
------
Run across back into the Fork Room.
Fork Room
---------
Return to the Airport Tunnel.
Airport Tunnel
--------------
Return to the Submarine.
Submarine
---------
Ride the Submarine back to the surface.
Submarine Dock
--------------
Climb the stairs and go back to the Palace Courtyard.
Palace Courtyard
----------------
Dodge the dogs. Head to the first gate and down into the Passage.
Passage
-------
Run down until you are at the stairs leading to the Prison. Don't go
down into the Iron Bridge. Take the small door nearby.
------------------------------------------------------------------------
Part Four: Military Training Facility
------------------------------------------------------------------------
Military Training Facility Yard
-------------------------------
The Gulp Worm will appear and attack Claire by burrowing underground and
emerging to uproot her. You can kill the Gulp Worm now by shooting it
with all the ammo you have, but it's really just a waste of time and
you'll get a proper battle with the Gulp Worm later. But if you do
decide to kill it, the Gulp Worm won't bother Claire again. Enter the
facility through the main doors.
Facility Hall
-------------
When you enter, go to the shutter on the far end of the hall and use
the BIOHAZARD CARD to open it. When you pass through, it will lower
again, trapping you. Ignore it for now and pass through the door into
the Courtyard.
Courtyard
---------
When you enter the Courtyard, Alfred will try to shoot you with his
sniper rifle. Evade by quickly running up the stairs. Go past the locked
brown door and the blue box on the balcony handle. Enter through door
Alfred went through. Remember where that blue box is.
Alfred Hall
-----------
Run down this long hall until you get to a wider area with the vending
machines. Go through the silver door.
MTF Save Room
-------------
In this peaceful save room, be sure to manage your items and grab
whatever's in here, including the HEMOSTATIC MEDICINE on the couch.
Rodrigo will need this medicine. Exit after you're done.
Alfred Hall
-----------
Now go through the brown door. Alfred will lower a shutter and lock you
in. Go through the brown door.
Bandersnatch Warehouse
----------------------
Turn left and collect the pair of SUBMACHINE GUNS, which are just what
Steve was looking for. Next, attempt to go down the stairs and a
Bandersnatch will appear. Use 3 BOW GUN ARROWS to kill it quickly, or
if you use something bullet-based, shoot from the side of without the
arms. Once you kill the Bandersnatch, a door at the bottom of the stairs
will open. Go down the stairs and through the door.
Watch the cutscene, and then you will be in control of Steve.
Steve Room 1
------------
Steve is now in Steve Room 1. Since you'll only control Steve once, feel
free to liberally use his SUBMACHINE GUNS. They'll take out all the
zombies relatively quickly. Head through the door to Steve's left.
- Achievement/Trophy Note -
If you had back into the room where Claire is waiting, you will earn
"From The Young Lady."
Steve Room 2
------------
Kill all the zombies in here using the Submachine Guns, then exit the
room.
Steve Room 1
------------
This time, go through the door next to the gate across from Steve.
Steve Room 3
------------
Head down the staircase and kill all the zombies; you can use the
explosive canisters to save ammo, but since our time with Steve is
almost up, just use all your ammo. Head up the next set of stairs
and through the door.
Sewer Balcony
-------------
Run forward and another cutscene will occur. After the cutscene,
you'll be back in control of Claire as you and Steve take the lift
together.
Control Room
------------
Steve will run ahead of you, so follow him through the door to the
next room.
2F Steve's Dad Room
-------------------
Run down the unstable, wooden walkway until you and Steve fall through.
1F Steve's Dad Room
-------------------
Watch the cutscene, and then Steve won't be falling you anymore,
instead sitting down looking at the zombie he just killed. Head to the
door to the left of Steve.
- Achievement/Trophy Note -
When you leave this room, you will earn "A Changed Father."
Elevator Hall
-------------
Kill all the zombies in this long hallway, then go through the door at
the very end.
Model Room
----------
You are in the Model Room. Grab the EAGLE PLATE on the wall and then
head back to the Elevator Hall.
NOTE: Now that you have the EAGLE PLATE, you can use it either in the
balcony where Alfred attacked you, or in the Prison's Guillotine Room.
It doesn't really matter which order you do it in, although since
you're in the Military Training Facility, you might as well finish it
off to avoid having to come back later. If you decide to go to the
Prison now, simply leave the Military Training Facility for now and
skip ahead to the Prison part of the walkthrough, then double back to
this section when you collect the second EAGLE PLATE in the Palace
and proceed. The tasks stay the same, but the order of events change
a little bit.
Elevator Hall
-------------
Head back to the first floor of the Steve's Dad Room.
1F Steve's Dad Room
-------------------
This time, go through the double doors directly in front of Steve.
Tank Room
---------
There's a big tank in here, but beyond it is a single door next to a
stack of crates (a conveniently placed stack of crates, as you'll see
later...).
Military Training Facility Yard
-------------------------------
Back here, continue to avoid the Gulp Worm (if it's still alive) and
head back into the Facility Hall.
Facility Hall
-------------
Inside the Facility Hall, head to the shutter at the far end and raise
it with the BIOHAZARD CARD again. Go through the door to where Alfred
sniped at you.
Courtyard
---------
Zombie dogs have appeared, so kill them or dodge them. You can dodge them
simply by climbing up the stairs, although they'll be sure to ambush you
when they go back down. On the balcony is the blue box I mentioned before.
Use the EAGLE PLATE and collect the EMBLEM CARD. Head to the Alfred Hall
afterwards.
Alfred Hall
-----------
Use the BIOHAZARD CARD to raise the shutter Alfred lowered earlier.
Then, go into the MTF Save Room again.
MTF Save Room
-------------
Save some item space by placing the GOLD LUGERS inside the item box. If
you failed to earlier, collect the HEMOSTATIC from the MTF Save Room on
the couch and deposit it into the item box. Now go back to the Alfred
Hall.
NOTE: If you want, you can take the HEMOSTATIC back to Rodrigo to heal
him, although it makes much more sense to do so when you're back in
the Prison to use the EAGLE PLATE. No need to be in a hurry, as Rodrigo
will be fine no matter how long you take to complete the task.
Alfred Hall
-----------
Run back to the Courtyard.
Courtyard
---------
Go down the stairs and then through the gate to the left of the fire.
You'll see a ladder you should descend.
Steve Room 3
------------
Go past the lever to the gate. Remember that lever when you play as
Chris. Use the EMBLEM CARD on the card reader next to the gate in order
to raise it. Climb down the step and you are now back in Steve Room 3.
Head back to Steve Room 1.
Steve Room 1
------------
Raise the gate next to the door using the EMBLEM CARD and then take the
GRENADE LAUNCHER if you're playing on Normal Mode. It'll really come
in handy for the rest of the game. Head back to Steve Room 3.
Steve Room 3
------------
Go to the Sewer Balcony.
Sewer Balcony
-------------
In the Sewer Balcony, head down the balcony to the elevator and ride it
to the Control Room.
Control Room
------------
On 2F, go to the gate near the lift and use the EMBLEM CARD on the card
reader. When it rises, discard the EMBLEM CARD as you'll have raised all
EMBLEM CARD-compatible shutters. Run past the brown door towards the main
screen. Examine the computer and then take the ARMY PROOF. You need
that ARMY PROOF for the end of Disc/Part One. Examine the camera
computer and you will see the laboratory room through infrared. Zoom in
on the skeleton painting and remember the code "1126" that's written on
it. Now exit the room through the brown door.
Courtyard
---------
You are now back in the Courtyard where you got the EMBLEM CARD. Go down
the stairs, and go through the door back into the Facility Hall. Now, go
to the first shutter and use the BIOHAZARD CARD. Discard the BIOHAZARD
CARD and then climb the stairs. Pass the door with no doorknob. Chris
will open that door, so don't worry about it while playing as Claire. Go
through the open door.
Laboratory
----------
Inside, look for the other door and enter the "1126" code. This will
unlock the door, allowing you to enter.
Albinoid Laboratory
-------------------
Enter and collect the SKELETON PAINTING from the backwall. A cutscene
will then occur, and an Albinoid will then escape the room, while a
few more drop down from the ceiling. Don't bother killing the Albinoids
as there are too many of them and they deal very little damage. You'll
have less than a minute to get to the Facility Hall, so hurry and get
out.
Laboratory
----------
Run to the Facility Hall as quickly as possible.
Facility Hall
-------------
Run down the stairs before the shutters lock you in and you get a
game over. Go back to the Military Training Facility Yard.
Military Training Facility Yard
-------------------------------
Continue to avoid the Gulp Worm if it's still around, and head over to
the Tank Room.
Tank Room
---------
Go back to where Steve shot his dad.
1F Steve's Dad Room
-------------------
Steve's no longer here, but forget him for now. Head back to the
Elevator Hall.
Elevator Hall
-------------
Head into the room where you got the EAGLE PLATE, the one with the model
of the Military Training Facility.
Model Room
----------
Put the SKELETON PAINTING in the spot on the right wall where the EAGLE
PLATE used to hang. Then, the back wall off of the room will rise,
revealing a diorama of the training facility. There's a GOLD KEY on it.
Grab it and leave the room.
Elevator Room
-------------
Run to 1F Steve's Dad Room.
1F Steve's Dad Room
-------------------
Run to the Tank Room.
Tank Room
---------
Run to the Military Training Facility Yard.
Military Training Facility Yard
-------------------------------
Exit and head for the Passage.
Passage
-------
Run to the Palace Courtyard.
------------------------------------------------------------------------
Part Five: Return to the Palace
------------------------------------------------------------------------
Palace Courtyard
----------------
Run into the Palace Main Hall.
Palace Main Hall
----------------
Once back in the Palace Main Hall, go through the door you unlocked with
the computer.
Hallway
-------
Inside, pass the door where Steve got the GOLD LUGERS. Unlock those
double doors with the GOLD KEY and discard it.
Painting Room
-------------
Inside, look at the paintings. Then press those paintings in order.
Press the female painting first.
Then press the painting with the man and 2 babies.
Then press the red-haired man with the teacup.
Then press the other red-haired man painting with a plate in the
background.
Then press the painting with a guy holding paper.
Then press the painting with the man wearing blue.
Then press the giant painting.
It will spin and a VASE will be revealed. Grab it and check the inside.
A QUEEN ANT OBJECT is inside. Exit.
Hallway
-------
Run to the Palace Main Hall.
Palace Main Hall
----------------
Run up to the Palace Save Room.
Palace Save Room
----------------
Deposit the BOW GUN and ARMY PROOF into the item box, and grab the GOLD
LUGERS. Take them to the back door down the adjacent hallway and USE
(not equip) the GOLD LUGERS to unlock the door. Go through.
Secret Study
------------
Head inside this empty office and find the computer on the desk in the
back. Enter the code "1971" and then a shelf will slide, revealing a
passage. A Bandersnatch will then jump through the window and attack you,
so use the GRENADE LAUNCHER or BOW GUN to kill it. Head into the secret
passage, and into the door afterwards.
Bridge
------
Follow the tunnel until you reach the stairs that lead into the Private
Residence.
------------------------------------------------------------------------
Part Six: Private Residence
------------------------------------------------------------------------
Private Residence Courtyard
---------------------------
In the yard, kill or dodge the Bandersnatch. Run forward and climb the
stairs, and then enter the building with the LIGHTER equipped.
Private Residence Main Hall
---------------------------
The LIGHTER will prevent the bats in this room from attacking you.
Avoiding all the zombies in here, climb the stairs and run down
the walkways, up another set of steps (there are items all along the
walkway) and head through the door at the end.
U Hall
------
Watch the cutscene, and then enter the door near Claire.
Alexia's Bedroom
----------------
Examine the Music Box and close it. Then, the bed will drop and reveal
a SILVER KEY. You can't climb the ladder on Alexia's bed right now, so
ignore it for now and go back to the U Hall.
U Hall
------
Grab all the items in here, and then head back to the Private Residence
Main Hall.
Private Residence Main Hall
---------------------------
Head back to the Private Residence Courtyard. Continue to avoid the
Bandersnatches if you haven't killed them already.
Private Residence Courtyard
---------------------------
Head back to the Bridge.
Bridge
------
Run back to the Secret Study.
------------------------------------------------------------------------
Part Seven: Palace Revisited Again
------------------------------------------------------------------------
Secret Study
------------
Head back to the Palace Save Room.
Palace Save Room
----------------
Head back to the Palace Main Hall.
Palace Main Hall
----------------
Once back, head down the small flight of stairs and run straight across
the upper area to a door at the end. Use the SILVER KEY to unlock the
door and go through.
Casino
------
Inside this room id a casino, with a grand piano. Collect the herbs if
you want to heal. Collect the EXPLOSIVE POWDER and create 10 EXPLOSIVE
ARROWS by mixing them with regular arrows. (Deposit them in the item
box.) Return to the Palace Main Hall.
Palace Main Hall
----------------
Now go back through the door on the first floor that you unlocked with
the computer earlier.
Hallway
-------
There, go to the nearest double doors and unlock them with the SILVER
KEY. Discard the SILVER KEY and enter.
Office
------
Launch a grenade at the 2 Bandersnatches, or dodge them (although it's
rather difficult to). Now go to the floor between the two desks and
collect another EAGLE PLATE. On a nearby desk is HUNK'S REPORT. Exit the
room.
NOTE: If you used the first EAGLE PLATE in the Prison's Guillotine Room,
then double back to the Military Training Facility, and to the portion
of the walkthrough after Steve killed his dad. Then skip ahead to the
return to the Private Residence.
Hallway
-------
Head for the Palace Main Hall.
Palace Main Hall
----------------
Go back to the Palace Save Room.
Palace Save Room
----------------
Grab the HEMOSTATIC MEDICINE from the item box, and take the EAGLE
PLATE with you. Head back to the Palace Main Hall.
Palace Main Hall
----------------
Exit into the Palace Courtyard.
Palace Courtyard
----------------
Head back into the Passage.
Passage
-------
Run down, avoiding the Bandersnatches, past the Military Training
Facility, and head down the stairs to the Iron Bridge.
Iron Bridge
-----------
Head all the way down the stairs, over the crates, down the walkway and
back into the Prison.
------------------------------------------------------------------------
Part Eight: Prison Revisited
------------------------------------------------------------------------
Prison Courtyard
----------------
When you are back in the room where you met Steve for the first time,
head to where Rodrigo is, which is the prison cell Head for the
Graveyard.
Graveyard
---------
Avoid the zombies here (or kill them, whichever you prefer) and head
down the stairs at the very end.
Cellblock Hallway
-----------------
Run down the hall towards the Cellblock.
Cellblock
---------
Claire will feed Rodrigo the HEMOSTATIC and trade her LIGHTER for the
LOCKPICK, which changes the game up a bit. After the cutscene, go back to
the Cellblock Hallway.
- Achievement/Trophy Note -
When you give Rodrigo the HEMOSTATIC, you will earn "Duty and
Humanity."
Cellblock Hallway
-----------------
Save if you like, and run up the stairs.
Graveyard
---------
Run to the Prison Courtyard.
Prison Courtyard
----------------
Head into the Barracks again.
Barrack
-------
Turn right through the gate you unlocked earlier and head into the door
nearby.
Guillotine
----------
Inside, past the slick, use the EAGLE PLATE on the door. When it
slides across, kill the zombies that emerge from hiding before they bite
you. Go through the door that was behind the other door that you unlocked
with the EAGLE PLATE.
Behind The Guillotine
---------------------
Kill all the zombies (you can blow them up with the explosive canister
nearby) and head through the left door.
NOTE: If you move ahead through a gate, you'll be in an area with a lot
of crates, an item box and a blocked off door. If you unblock the door
by moving the crates (this should be a rather simple task), then the
door will lead back to the office where Claire sent the email to Leon.
Now that the door's unblocked, you can take the B.O.W. GAS ROUNDS,
FIRST AID SPRAY and other items that you couldn't take through the
security boxes and place them in the item box. The B.O.W. GAS ROUNDS
will be especially useful, and you can never have too many FIRST AID
SPRAYS.
Doctor Room
-----------
You are in the Doctor Room. Pass through the room to another door at
the end. Pass through that door, noting the body bag that moves as you
leave the room.
Torture Room 1
--------------
More zombies populate this room, so get rid of them. Towards the end of
the room is a DURALUMIN CASE, which we can easily open now that we have
Rodrigo's lockpick. Opening the DURALUMIN CASE yields the HANDGUN PARTS,
which combine with Claire's HANDGUN to form the CUSTOM HANDGUN. The
CUSTOM HANDGUN can fire 3 rounds at once, as well as hold 18 bullets. If
you prefer to conserve ammo, you can set the gun back so it fires one
bullet at a time. Head back to the Doctor Room afterwards.
Doctor Room
-----------
As you enter, you'll hear the sound of flesh being chewed on... and then
you'll witness a zombie doctor eating what seems to be another zombie
who is also still alive. The zombie doctor is faster and takes more
rounds than the average zombie (almost as if it were like those Crimson
Heads from the Resident Evil remake, except without the vicious claws),
so get far away from it and kill it with your new CUSTOM HANDGUN or
something stronger like the GRENADE LAUNCHER. Kill the other zombie as
well.
After you deal with them, look on the floor near where the zombie doctor
was and pick up the GLASS EYEBALL. Take it to the side area of the room,
where a plastic model of a human body lies. Place the GLASS EYEBALL in
the eye socket of the human model, and a wall will rise, revealing a
secret staircase. Go down.
Secret Hallway
--------------
Look out for the bats. As you don't have the LIGHTER anymore, you'll
have to just run past them. They don't cause much damage, so don't
worry too much. Head to the door at the very end.
Torture Room 2
--------------
Yikes, another torture room, full of zombies too. Kill them all, and then
head down the stairs in the back corner of the room. Head through the
door.
Torture Room 3
--------------
Grab the RUSTED SWORD from the large shield on one wall. The middle statue
will then rise and gas will begin to spread throughout the room. Quickly
push the bar protruding from the statue counter clock-wise and the gas
will stop. If you are too slow, the gas will kill Claire instantly.
Next up, the statue you got the RUSTED SWORD from will rotate. Insert the
RUSTED SWORD in the hole that appears, and a zombie will suddenly burst
out from the armor and attack you. Kill it completely and collect the
PIANO ROLL from where the zombie was hiding. You have now explored every
room in the Prison, so we ought to get out of here once and for all. Go
back to the Torture Room 2.
Torture Room 2
--------------
Go up the stairs and return to the Secret Hallway. Note that if you
didn't kill the zombie with the rusted sword stabbed through it, then
it'll follow you in here. However, it will be so far behind that you
can continue to ignore it, and it'll stop following you here.
Secret Hallway
--------------
Run back to the Doctor Room, avoiding the bats as usual.
Doctor Room
-----------
Run to the area behind the Guillotine.
Behind The Guillotine
---------------------
Head to the Guillotine.
Guillotine
----------
Head to the Barrack.
Barrack
-------
Head to the Prison Courtyard.
Prison Courtyard
----------------
Head to the Iron Bridge.
Iron Bridge
-----------
Cross the bridge, head past the crates and up the stairs. Run all the
way to the Passage.
------------------------------------------------------------------------
Part Nine: Return to Palace and Private Residence
------------------------------------------------------------------------
Passage
-------
Choose two paths:
1. If you are playing a U.S. PS2 version, or on Normal Mode in the
Japanese versions, take the subsection.
2. If you are playing a Japanese version of the Easy Modes, skip this
side section and continue from the palace.
--------------------------------------
Getting Extra Supplies with the Lockpick
Since a boss fight is coming at the end of Disc/Part 1, detour into the
Military Training Facility. Go to the room where you used the KEY WITH
TAG and find the drawer near the door leading to the back area. Use the
LOCKPICK and then HANDGUN BULLETS will be found inside.
Go to Steve Room 2 and use the LOCKPICK on the cabinet with the ACID
ROUNDS. Grab the Acid Rounds. Then go to the room with the MTF model.
There's a drawer on the right. Use the LOCKPICK and a FIRST AID SPRAY
will be revealed. Grab it and then continue back for the Palace.
--------------------------------------
Palace Courtyard
----------------
Attempt to enter the Palace Main Hall and a cutscene will occur if you
are playing CODE: Veronica X/Kanzenban. After the cutscene, enter the
palace.
- Achievement/Trophy Note -
When you leave this room, you will earn "Beyond the Shades."
Palace Main Hall
----------------
Go back to the Casino Room on the second floor.
Casino Room
-----------
Insert the PIANO ROLL into the grand piano and one of the slot
machines' lower storage area near the entrance will open. Grab the
KING ANT OBJECT inside and leave the room afterwards.
Palace Main Hall
----------------
Go back to the Palace Save Room.
Save Room
---------
Head for the Secret Study.
Secret Study
------------
Continue onto the Bridge.
Bridge
------
Go up the stairs to the Private Residence Yard.
Private Residence Yard
----------------------
Head into the Private Residence Main Hall.
Private Residence Main Hall
---------------------------
Head to the U Hall.
U Hall
------
Head into Alexia's Bedroom.
Alexia's Bedroom
----------------
Insert the QUEEN ANT OBJECT into the Music Box and it will open. Grab
the MUSIC BOX PLATE inside it, then go back to the U Hall.
U Hall
------
Head into Alfred's Bedroom on the other side of the hall.
Alfred's Bedroom
----------------
Put the KING ANT OBJECT into the music box in this room. When it opens,
put the MUSIC BOX PLATE in, and the music will start playing. Alfred's
bed will lower, revealing a ladder. Climb it.
Carousel
--------
You'll be on a carousel. Step off toward the ant painting on the wall.
Circle the carousal until you see a glittering object, a SILVER DRAGONFLY,
on a chair. Examine the SILVER DRAGONFLY and remove its wings. Go back to
the ant painting and insert the DRAGONFLY KEY. The carousal will rotate
and a ladder will be reconnected, allowing you to climb up to the overlook
above. Climb the ladder.
There, push the crate right toward the bookshelf on the right. Then, climb
the crate and then grab the file and AIR FORCE PROOF. Once you've grabbed
them both, head back down the ladder to the carousel, and down the
ladder to Alexia's Bedroom (the ladder now leads to Alexia's Bedroom
since the carousel rotated.
Alexia's Bedroom
----------------
As you leave Alexia's Room, you'll see a cut-scene involving Steve
shooting Alexia. As Claire gives chase into Alfred's Room via a secret
door on the wall (remember this door for the end of the game). After the
cut-scene, head back to the yard of the Palace. Note that if you picked
up the NAVY PROOF in the Palace Courtyard already, the self-destruct
system will activate, although there won't be a timer just yet.
Head back to the Palace Courtyard.
(By now you should know your way back to the Palace Yard.)
Palace Courtyard
----------------
When you get there, grab the NAVY PROOF. The self-destruct system will
then activate. After a cut-scene with Steve, go to the dock leading to
the Airport.
------------------------------------------------------------------------
Part Ten: Airport Part Two
------------------------------------------------------------------------
Dock
----
At the dock, Steve will lead you to the Submarine and the Airport.
Follow him to the Fork Room.
Fork Room
---------
This time, go to the left fork through the door up ahead.
Seaplane Terminal
-----------------
You'll be at a Seaplane Terminal. Use all 3 PROOFS (ARMY, NAVY, and
AIR FORCE) on the lift to activate it, then go into the seaplane.
Plane
-----
Steve is in control of the plane. Climb the stairs in the plane and a
scene with Steve occurs. Claire needs to raise the bridge to be able to
fly off the island, as the bridge is in the seaplane's way. Grab the
LEVER and head back to the Seaplane Terminal.
Seaplane Terminal
-----------------
Head back to the Fork Room.
Fork Room
---------
Go to the right fork again and through the shutter at the end.
Airport Bridge
--------------
Cross the Airport Bridge into the Cargo Room.
Cargo Room
----------
Ride the lift in the corner again; pass the crane controls and head
through the door at the end.
Upper Airport Bridge
--------------------
Run to the controls near the edge of the room and insert the LEVER to
raise the Bridge to the second floor, giving the plane clearance to
fly. However, with the bridge raised, Claire can't get back to the
seaplane the way she came, so she'll have to find another way back.
Cross the bridge to the Oil Room. You'll find out why it's called the
"Oil Room" when playing as Chris.
Oil Room
--------
Go to the pile of dead zombies in the back of the room and grab the
AIRPORT KEY. After that, use the LOCKPICK next to the oil machine to get
an important FIRST AID SPRAY. Go back to the Upper Airport Bridge.
Upper Airport Bridge
--------------------
Cross the bridge and head back to the Cargo Room.
Cargo Room
----------
Pass the crane controls and ride the lift back down to the first floor.
Use the AIRPORT KEY on the gate next to the lift on the left wall. Then,
go through the shutters to the Airport Save Room.
Airport Save Room
-----------------
Players on Very Easy mode should equip the ROCKET LAUNCHER; Normal and
Easy players would do well to equip the GRENADE LAUNCHER with B.O.W.
GAS ROUNDS from the Prison.
You'll see that there are crates jamming the elevator. Push the
rightmost crate into the elevator. Now push the leftmost crate all the
way to the right right, and then push it into the elevator.
Normal players might want to save the game. Grab all the FIRST AID SPRAY,
GRENADE ROUNDS (load them into the GRENADE LAUNCHER) and HANDGUN
BULLETS throughout the room. Normal players, withdraw the DURALUMIN CASE
from the Palace bathroom and use the LOCKPICK to open and reveal EXPLOSIVE
POWDER. Combine it with normal arrows and then put it in the item box.
Now board the elevator and watch the cutscene, which will reveal the next
boss of the game. Also, there's 5 minutes until the island blows up, so
there's very little time to waste. When the elevator stops, head out.
Military Training Facility Courtyard
------------------------------------
Claire is now in the Military Training Facility yard where she fought the
worm. Head towards the Palace.
Passage
-------
On your way, the Tyrant appears, and you're trapped in the Passage with it
as a result of a conveniently-timed explosion, so as quickly as you can,
blast the Tyrant with the GRENADE LAUNCHER (B.O.W. GAS ROUNDS work best) or
ROCKET LAUNCHER and it will knee temporarily. When it gets up again, fire
more shots and then it'll fall, face down, allowing you to run past it for
the Palace Courtyard. Make sure not to let the Tyrant get close, as it can
push you right into the fire, resulting in a game over. Note that the
Tyrant won't allow you to just run past it either.
Palace Courtyard
----------------
Head past the Palace for the Dock.
Dock
----
Call the submarine with the steering wheel and then head down. Press the
submarine controls and leave when the submarine has docked. Run for the
Fork Room.
Fork Room
---------
Take the left path and go through the shutters at the end.
Seaplane Terminal
-----------------
Run straight to the airplane and board it as quickly as possible.
Seaplane
--------
You'll witness a few cutscenes, and then you'll be in the moving plane.
Gather up as many supplies as you possibly can, especially heavy hitting
weapons like the GRENADE LAUNCHER and the BOW GUN with EXPLOSIVE ROUNDS.
Then, head through the door into the Seaplane Hangar.
Seaplane Hangar
---------------
You will have to deal with the first real boss of the game, the famous
Tyrant.
--------------------------------------
Boss 1: The Tyrant
Difficulty: Easy/Medium
This is a boss fight that can be either very difficult or very easy
depending on the ammunition you have brought with you. Hopefully, you
will be holding the GRENADE LAUNCHER with a dozen or so rounds.
If you do not have enough rounds, you'll have to be a little more
creative, so I hope you brought some other ammo and healing items. The
room is small and difficult to maneuver in, but you'll have no choice
but to run around the Tyrant and shoot it with the GRENADE LAUNCHER.
The M100Ps might also be powerful, but it will take a lot of ammo to
take this creature down.
Be very, very careful because the Tyrant has this ability to dash
across long distances and attack. Each attack will bring Claire's
health down a considerable degree. Just try to dodge it, and hit the
Tyrant with 10-20 GRENADE ROUNDS or FLAME ROUNDS, and then make a
B-line for the catapult switch. The crate launching into the Tyrant
itself also causes a little bit of damage, so if the first time fails,
just attack a few more times and avoid its attacks before trying to
launch the switch again.
After you defeat the Tyrant, head back into the Seaplane's cockpit.
--------------------------------------
- Achievement/Trophy Note -
When you beat this boss, you will earn "The Fallen Tyrant."
Watch the next few cutscenes, and then you will be prompted to save your
game. If you're playing on the Dreamcast or GameCube, you will need to
switch to Disc 2 to continue playing.
------------------------------------------------------------------------
Claire in Antarctica
------------------------------------------------------------------------
Terminal
--------
After Steve leaves, head to the right of the destroyed seaplane. Climb
down the ladder and go further right. Very Easy players can pass the
door and just go down the stairs. Other players are advised to enter
for supplies, especially if the Tyrant battle was a difficult encounter
that used up a lot of ammo.
Bunk Room
---------
You'll be in a room where workers of this terminal bunk, and there will
be items about, so grab the HANDGUN BULLETS, EXPLOSIVE POWDER AND FIRST
AID SPRAY in this room. The zombies will then come to life, but without
anything left in the room, you should just dodge them and leave to save
ammo.
Terminal
--------
Next, proceed down the stairs next to the Bunk Room.
Moth Room
---------
You are in the Moth Room, and you'll find out why it's called that in
a few minutes. Head down the stairs, and to to the door up ahead.
Antarctica Save Room
--------------------
In this peaceful office, grab the GRENADE LAUNCHER with GRENADE ROUNDS
and a HANDGUN for Easy and Normal players if you don't already have them
with you already. Next, look at the bookshelf behind the desk. Push it
forward to reveal a hidden passage. Enter it and you'll see a set
lockers. Run toward them and then a mouse will pop out of a lock, take
a peak at Claire, and then leave. Now examine the locker and you will
find a button that doesn't work yet because the electricity in the
terminal is out. Return to the Moth Room after you've finished.
Moth Room
---------
Run forward and then turn the corner right and to see a cutscene with
a rather disgusting moth. Shoot the moth before it poisons and lays an
egg Claire's back. In the future, whenever you enter this room as
Claire, kill the moths with a weapon that uses bullets, because the
moths can be very annoying with their ability to poison. Enter through
the door past the moths.
Production Room
---------------
The room will be fairly dark, making it hard to see. It doesn't help
that there are tons of zombies in the room. From the entrance, turn
left and go past 2 doors before making another right, through a door at
the end.
Weapon Room
-----------
In this room, kill the zombies and then collect the MINING ROOM KEY on
top of the silver crate. Further into the room towards the back are
green weapon storage cabinets, one of which contains an ASSAULT RIFLE.
Collect it. You'll also notice a DETONATOR that you should grab and
attach to the nearby cabinet. You can blow it up if you still have the
LIGHTER, but otherwise you'll have to wait until you get Chris to blow
it up. Return to the Production Room.
Production Room
---------------
Go to the first door you passed earlier, and use the MINING ROOM KEY to
unlock the door, allowing you to go through.
Mining Room
-----------
Turn right and climb 2 sets of stairs until you reach a hole that fits a
valve handle. Make sure you examine this hole! If you don't examine it,
you will literally be forced to do so later, causing you to waste time.
Now go back down the stairs and turn right toward a door at the end.
Power Room
----------
Inside this dark room, use the HANDGUN on the zombie dogs when they
approach you. Now find the power generator in the room. To get to it,
turn left from the entrance and then make a right turn; keep going and
turn left and then right again.) Push the switch. Now go back to the
entrance of the Power Room and find the power switch. Turn it and the
base now has electricity once again. After you finish, return to the
Production Room by going through the Mining Room.
Production Room
---------------
In the Production Room, go to the only door you haven't gone through:
the B.O.W. Room.
B.O.W. Room
-----------
Once inside, move forward (take note of the gas mask next to the
entrance). You'll see a few giant spiders that you can only kill with
the GRENADE LAUNCHER or the BOW GUN with EXPLOSIVE ARROWS. You can use
bullet-based weapons, but they take longer and don't push the spiders
back, allowing them to take a bite at Claire and possibly poison her.
Note that there's one spider below the floor grating that you can't
kill.
Once you kill the spiders, look on top of the silver crates and collect
the BAR CODE STICKER. Leave the room afterwards.
Production Room
---------------
Back here, head to the conveyer belt across the entrance to the Mining
Room. Power up the conveyer belt by pressing the switch to the left
(Claire's right) and the conveyer belt will reactivate, sending a crate
with a shining object into the Weapon Room. Don't worry about that
crate for now. Next, attach the BAR CODE STICKER to the crate on the
conveyer belt near Claire and then press the button to send the crate
with the BAR CODE STICKER into the B.O.W. Room. Return to the B.O.W.
Room now.
B.O.W. Room
-----------
Now that you sent that crate into this room, the room is now full of
gas, allowing the GAS MASK next to the entrance to be taken. Exit the
room, and return to the Antarctica Save Room, being careful not to run
into the moths.
Antarctica Save Room
--------------------
With power to the base restored, you can now press that button you saw
inside the locker the mouse came from. When you press the button, the
locker will slide into the wall, revealing another hidden chamber.
You will witness a rather disturbing cutscene.
After watching the cutscene, look for a pot in the corner of the room
(you'll continue to hear screams from below). Grab the pot and check
the bottom for the MACHINE ROOM KEY. Once you have it, leave the room.
Moth Room
---------
Head up the stairs back to the Terminal.
Terminal
--------
Head back up the stairs, past the doors to the bunk. Keep going until
you reach a double door. Go through them.
Upper Production Room
---------------------
You'll be on the second floor of the Production Room. Go to the door
farther down to the left of Claire, and use the MACHINE ROOM KEY to
unlock it. Go inside afterwards.
Upper Mining Room
-----------------
You are on the second floor of the Mining Room. Ignore everything in
this room for now and go through the other door in the room.
Upper Power Room
----------------
You are on the second floor of the Power Room, but it's just a small
area overlooking the bottom floor. All you need to do is collect the
VALVE HANDLE before exiting back into the Upper Mining Room.
Upper Mining Room
-----------------
Run forward to witness a cutscene with Steve. After the cutscene,
you'll end up in the Upper Production Room automatically.
Upper Production Room
---------------------
Now, go through the other door in this room you haven't gone through
yet, straight across from the door to the Upper Mining Room.
Valve Handle Modification Room
------------------------------
In this two-section room, you'll see a zombie in a caged-off area, but
it won't be able to attack you, and you won't be able to kill it, so
ignore it for now. Head to the back area of the room, and you'll see a
machine that modifies the shape of a valve handle's socket. Use the
VALVE HANDLE on the machine, which will then modify it into an OCTAGON
VALVE HANDLE, just what you need for the socket in the Mining Room. If
you ignored this FAQ and did not examine the socket in the Mining Room,
you will need to do that before coming back here to modify the VALVE
HANDLE. Exit the room once you're done.
Upper Production Room
---------------------
Now that you're done with the second floor, return to the Terminal.
Terminal
--------
Head back into the Moth Room.
Moth Room
---------
Head down the stairs, and go towards the Antarctica Save Room. Once
again, beware of the moths.
Antarctica Save Room
--------------------
Our time with Claire is coming to an end soon, so we need to sort our
items properly. If you're playing on Very Easy, put the ROCKET LAUNCHER
inside the item box so Chris can use it. Other players should put all
weapons except for the HANDGUN and COMBAT KNIFE into the item box. Be
sure to pack one or two full-power healing items. Be sure to save the
game, too. Return to the Moth Room.
Moth Room
---------
Dodge the moths and return to the Production Room.
Production Room
---------------
The room will be filled with zombies again, but you have little time to
kill them. To the right of the entrance is a cabinet with SHOTGUN
SHELLS, so grab them since Claire's inventory is relatively free at the
moment. Then, return to the Mining Room, equipping the GAS MASK before
you enter.
Mining Room
-----------
Climb up the ledges and go up the stairs, back towards the valve handle
socket. If you modified it, the OCTAGON VALVE HANDLE should fit
perfectly, and you'll witness a cutscene afterwards. After the relieving
cutscene, head down the ledge and grab the SNIPER RIFLE (you'll need it).
After you grab it, more cutscenes will occur, and you'll be on the
Helipad.
Helipad
-------
Check the corners of the helipad for a FIRST AID SPRAY, HANDGUN BULLETS
and other supplies. Attempt to go down the stairs to witness a cutscene.
And now the next boss awaits.
--------------------------------------
Boss 2: Nosferatu
Difficulty: Medium
You should have picked up the SNIPER RIFLE, which is the best weapon for
this boss. However, you only have a few bullets in it, so make them
count. The SNIPER RIFLE is a first-person weapon (to show off CV's nifty
3D engine), so you'll be able to zoom in on Nosferatu, whose heart is
exposed wide open for you to shoot. Run to a corner of the helipad, away
from Nosferatu, take aim and shoot it straight at the heart. Be careful
though as the weapon isn't 100% accurate and you may miss. If you do
strike it, Nosferatu will scream and stumble before getting back up.
Repeat the pattern of striking its heart several times, and if you are
successful in sniping, you'll receive a special cutscene. Beware as
Nosferatu emits a purple poisonous gas that may poison Claire if inhaled
so beware of it; if she's poisoned, a BLUE HERB will NOT cure it, thus
affecting Chris' game. If you run out of SNIPER RIFLE bullets, you'll
have to arm the HANDGUN or COMBAT KNIFE and continue shooting or
slashing. If you use the COMBAT KNIFE and stab it straight into its
heart, then you'll get a special cutscene as well.
--------------------------------------
- Achievement/Trophy Note -
When you beat this boss, you will earn "The Prisoner Who Lost
Everything."
Watch the next set of cutscenes, and then you'll be playing as Chris.
========================================================================
------------------------------------------------------------------------
7. Walkthrough: Chris Redfield
------------------------------------------------------------------------
========================================================================
------------------------------------------------------------------------
Return to the Military Training Facility
------------------------------------------------------------------------
It's been awhile since the original Resident Evil, but Chris Redfield's
back to save his little sister from the clutches of Umbrella, thanks to
Leon's success on contacting him.
Unfortunately, however, he's gone to Rockfort Island, and little does he
know that Claire's already ditched the island for Antarctica, so all
he'll find is some blown up island base. Time for him to find out the
hard way.
Cave Room 1
-----------
After the cut-scenes, Chris will be in a cave. Walk up and you'll see
our old friend, Rodrigo. Now, two things can happen. If you fed Rodrigo
the hemostatic medicine as Claire, then the Gulp Worm will appear and
swallow Rodrigo whole. If you didn't give Rodrigo the hemostat, then
Rodrigo's wound will finally kill him. Either way, you'll be forced to
fight the Gulp Worm.
After the cutscene, move forward and examine the item box. Somehow, all
of Claire's items are still inside. Whoo-hoo. Hopefully you left the
BOW GUN with EXPLOSIVE ROUNDS inside; otherwise you should take the
GRENADE LAUNCHER. Head through the nearby door to begin the next boss
battle.
Cave Room 2
-----------
In this long and wide cave area, the Gulp Worm makes its return. If it
swallowed Rodrigo, you ought to battle it to get an item from him. If
not, simply make your way for the elevator, call it and then go inside.
--------------------------------------
Boss 3: Gulp Worm
Difficulty: Easy
If you have the BOW GUN, then this battle will be a piece of cake.
Simply shoot 5-6 EXPLOSIVE ARROWS when it surfaces from the soil, and
it'll die before it knew what hit it. The BOW GUN's shooting speed
makes it a rather painless option to use.
The ASSAULT RIFLE and GRENADE LAUNCHER are also good alternatives,
although you do lose quite a bit of ASSAULT RIFLE ammo and the GRENADE
LAUNCHER is a bit slow, meaning you'll have to dodge the Gulp Worm's
attacks more often. At most, 35% of the ASSAULT RIFLE clip should be
able to take it down, or 7-8 hits from GRENADE ROUNDS or FLAME ROUNDS.
If you're luck is bad and you don't have any of the above 3 weapons,
then use up as much of Chris' Glock 17 HANDGUN as it takes to defeat the
Gulp Worm, dodging its attacks over and over until you defeat it.
Overall, the Gulp Worm really shouldn't give you a hard time.
--------------------------------------
The Gulp Worm will spit Rodrigo out after the boss battle, assuming he
was swallowed in the first place (if not, you shouldn't have fought the
Gulp Worm in the first place). Rodrigo will return the LIGHTER to Chris,
and die afterwards. It's unfortunate, but his contribution will really
help Chris out later on in the game. If Rodrigo did give you the
LIGHTER, return to Cave Room 1.
Cave Room 1
-----------
On the wall near where Rodrigo was swallowed, you'll see the carving of
a person holding a torch. Use the LIGHTER to put fire on the torch,
which will cause part of the rock below the torch to slide down,
revealing a pair of SUBMACHINE GUNS, exactly like the ones Steve used.
Grab them, and at your discretion hang onto them or deposit them into
the item box. Then return to Cave Room 2.
Cave Room 2
-----------
Back here, run across the room, past Rodrigo's body, until you reach an
elevator at the end. Summon the elevator, and go inside. Then ride it up
to the next room.
Steve's Dad Room
----------------
Chris will end up in the room where Steve killed his dad. The explosion's
changed the layout of the Military Training Facility quite a bit, but you
should still remember your way around the base. Some paths have changed,
though. For one, a fallen barrel blocks the single door leading to the
Elevator Hall, so take the double doors to the Tank Room instead.
Tank Room
---------
You'll notice that fallen crates block the door to the courtyard. But if
you think back to the cutscene with Alfred escaping the island, he
pressed a button on the tank, which caused it to move, revealing a
hidden lift. Take it down.
Harrier Jet Hallway
-------------------
In the Harrier Jet Hallway, look for the double doors. If you remember
the cutscene with Alfred, he opened the door using a halberd, so you'll
need to find one. The EAGLE PLATE had one attached to it, so we should
head to where Claire used one, on the balcony where Alfred ambushed her.
Head into the lone door in this hallway.
Harrier Jet Save Room
---------------------
Grab the ACID ROUNDS, HERBS and other items. Next, examine the painting
to get a clue to the next puzzle: "lava burns forest, flows to sea,
forms earth." Keep this in mind. Then, examine the multi-drawer dresser.
To open it, open the red drawer first, which symbolizes the lava from
the painting. Then open the green drawer, which symbolizes the forest.
Then, open the blue drawer, the ocean. Then, you should hear a click.
Open the brown drawer, the earth, to find inside a LUGER REPLICA. Put it
into the item box, because the LUGER REPLICA has no purpose in the main
game other than to unlock Steve Burnside in Battle Mode. Leave the room
afterwards.
Harrier Jet Hallway
-------------------
Go back outside and pick up the BATTERY this time. Giant Spiders will
then enter the room (from ducts on the lower walls) and attack, so
hurry and ride the lift back up to the Tank Room rather than try to
waste ammo on them.
Tank Room
---------
Grab the HANDGUN BULLETS near the tank if you didn't the first time in
here. Return to the Steve's Dad Room afterwards.
Steve's Dad Room
----------------
Look for the yellow lift over by the elevator leading to where Rodrigo
died. Insert the BATTERY to give it power. Then, ride the lift up and
you will now be on 2F Steve's Dad Room, where Steve and Claire fell
down. Look at the desk to the left of the lift and collect file and
CHEMICAL STORAGE KEY. Head through the door nearby to the Control Room.
Control Room
------------
Run towards the control center and you'll experience a cutscene. After
it, run through the brown door.
Balcony
-------
In the Balcony, the EAGLE PLATE is gone thanks to the instability caused
by the explosion. It fell into the sewers below. Also, the ground has
crumbled, so you can't get to the Main Hall yet. Go into the door leading
to the Hall outside the Save Room where you got Rodrigo's Hemostat.
Hall
----
You'll see more damage in this room, so you'll be unable to reach the
Save Room, but there's a hole in the wall leading to the room where
Claire got the Skeleton Painting, so head there. Collect the SIDE PACK
on the table and then leave the way you came. Go back to the Control
Room through the Balcony.
Control Room
------------
This time, head over to the elevator and ride it to the Sewer Balcony.
That would be the first basement floor (B1F).
Sewer Balcony
-------------
In the Sewer Balcony, don't bother going to Steve Room 3 because there's
gas in the room, preventing Chris from progressing further. Instead,
there's a set of stairs leading down from the balcony that weren't
accessible on Claire's run. Walk down them and you'll see a SHOTGUN.
It's best not to grab it yet, as you don't quite need it. Instead, grab
the supplies you see and head through the door.
Tyrant Storage Room
-------------------
Chris is in the Tyrant Storage Room, named as such because this is the
room the Tyrant was stored in. Proceed through this room, up the stairs,
past the storage tubes and through the door into the Turntable Room.
Turn Table Room
---------------
In here, ignore the actual turntable for now and head through the door
to the left.
Chemical Room
-------------
Proceed through sliding doors until you reach a room called the lab
area. Find the storage fridge in the back of the room and use the
CHEMICAL STORAGE KEY to open it. When it says to set the temperature,
set it at "12.8", based on the file you read earlier. You'll then get
an item called CLEMENT E. Grab it and the head back to the Turntable
Room.
Turntable Room
--------------
Run towards the actual turntable to find a DOORKNOB on the ground. Grab
it and Hunters will make their appearance. Shoot them with the GRENADE
LAUNCHER'S ACID ROUNDS, which are the most effective weapons on the
creatures (if you played the original Resident Evil, you'd know this).
Beware of the scanner cameras hovering on the walls and ceilings. If
Chris walks into the light they emit, Hunters will come into the room
instantly and attack him. Head back through the Tyrant Storage Room.
Tyrant Storage Room
-------------------
Run back through the room, down the stairs. Grab the GREEN HERB if you
were injured by the Hunters.
Sewer Balcony
-------------
Run up the stairs and into the elevator. Ride it to the Control Room on
the second floor.
Control Room
------------
Run through the brown into the Balcony again.
Balcony
-------
Run across and head to the Hall again.
Hall
----
Avoid the Hunter sensing units and head into the lab area. Then go
through the door there.
Stairs
------
In the hall, approach the door that had no doorknob. Attach the DOORKNOB
to finally be able to open the door. Go through.
Steve's Dad Room 2F
You are on the other side of the broken walkway in the room where Steve
shot his dad. Check the desk at the end of the walkway for a MINI TANK.
Return to the Hall afterwards.
Hall
----
Return to the Balcony, while avoiding those annoying Hunter scanners.
Balcony
-------
Enter the Control Room.
Control Room
------------
Head to the elevator and ride it to the first floor this time.
Elevator Hall 1F
----------------
Once there, head down the long hallway to the room with the mini model
of the Military Training Facility.
M.T.F. Model Room
-----------------
Place the MINI TANK into the model and a painting will slide to reveal a
TURNTABLE KEY and a file, as well as 3 holes with the shape of those
proofs Claire used to board the plane, and a lever behind a set of
lasers. Once you've grabbed those items, leave the room.
Elevator Hall 1F
----------------
Ride the elevator to the Sewer Balcony (B1F).
Sewer Balcony
-------------
Run down the stairs and head into the Tyrant Storage Room. Once again,
make sure you don't grab the SHOTGUN.
Tyrant Storage Room
-------------------
Run through the room, up the stairs and past the tubes until a cutscene
occurs. Afterwards, you'll be attacked with the final Bandersnatch of
the game, so give it a good death with the GRENADE LAUNCHER. Keep going,
to the Turntable Room.
Turntable Room
--------------
Use the TURNTABLE KEY and the turntable will rise to a higher floor.
When it stops, head out of the hole in the wall. You are now in the
Main Hall of the Military Training Facility. You can push the crate
in the hole in the wall into the turntable to get some BOW GUN POWDER.
Main Hall
---------
Leave the Main Hall and head for the Yard.
Military Training Facility Yard
-------------------------------
In the Yard, kill the Hunters that ambush you. The path to the Palace is
blocked by rubble, so enter the giant elevator leading to the Airport
Save Room.
Airport Save Room
-----------------
Once there, make sure you have 3 item spaces open, via the item box if
you need to manage your inventory. Afterwards, enter the Cargo Room.
Cargo Room
----------
Kill the Hunter that ambushes you. Next, ride the lift up to the room
with the crane controls. Then, go to the door past the crane controls.
You are now in the Upper Bridge.
Upper Bridge
------------
The bridge controls aren't working, so cross the bridge into the room
where Claire got the Airport Key to the Oil Room.
Oil Room
--------
To the left of the door is an oil machine (hence the name of the room).
You'll see several cylinders with oil in them. To solve the puzzle,
press the button with the 3 twice. Then press the 5 button once. Then,
press the 10 button once. Then press the 3 button twice and finally
press the 5 button once to finish the puzzle and reactivate the bridge
controls. The dead zombies in the room will rise, but it's not worth
wasting your ammo to kill them, so just leave the room.
Upper Bridge
------------
Get back to the bridge controls and pull the lever to lower the bridge.
Now you can get to the Seaplane Terminal. Go back to the Cargo Room.
Cargo Room
----------
Head to the Bridge this time.
Bridge
------
Cross the bridge, killing the Hunter that literally decides to jump
in on you. Head to the Fork Room afterwards.
Fork Room
---------
There are special zombies in here. You can kill the group of them by
detonating one with explosives strapped onto its back. Head to the
Seaplane Terminal on the left fork.
Seaplane Terminal
-----------------
Kill the Hunter in here, and then head for the computer console. Shut
off the electricity that's preventing you from reaching the proofs.
Grab the AIR FORCE PROOF, ARMY PROOF AND NAVY PROOF from the boarding
lift. Return to the Fork Room afterwards.
Airport Office
--------------
Head down the right fork back towards the bridge. Note that you can't
head to the Palace because the Submarine isn't docked at the airport
for some reason.
Bridge
------
Cross the Bridge once again and head for the Cargo Room.
Cargo Room
----------
Return to the Airport Save Room by going through the shutters.
Airport Save Room
-----------------
Manage your items here if you must (keep the GRENADE LAUNCHER with you
if you can). Then ride the giant elevator up.
Military Training Facility Yard
-------------------------------
You'll be ambushed by a bunch of Sweepers (red Hunters with the ability
to poison). You won't be passing through the yard again, so just avoid
them and return to the Main Hall.
Main Hall
---------
This time, head into the brown door.
Main Office
-----------
Inside the Main Office, take care of the zombies. Then head through the
open door to an adjacent room where you'll see a hole in the wall leading
to a hallway. Go through at the end of the hall.
Lower Balcony
-------------
You are now in the lower balcony on the other side of the chasm. Kill the
zombie and head down the ladder.
Steve Room 3
------------
You are now in Steve Room 3. To the right of Chris is a lever. Pull it
and the gas in the room will dissolve, allowing you to pass through.
Take care of the zombies about, and go to Steve Room 1.
Steve Room 1
------------
Kill the lone Hunter in here, then head through the door to the small
store room.
Steve Room 2
------------
In the back area of this room, look for the green liquid on a shelf and
grab CLEMENT A. Combine it with CLEMENT E and you'll have the CLEMENT
MIXTURE, which is what you need when you get the EAGLE PLATE late. Here,
you can also upgrade the Glock 17 so it becomes the ENHANCED HANDGUN.
However, if you didn't bring the Glock 17, don't worry as the upgrade
doesn't appear to do very much. Go back to Steve Room 1.
Steve Room 1
------------
Head back to Steve Room 3.
Steve Room 3
------------
This time, head down the stairs, through the main area and up the
stairs to the Sewer Balcony.
Sewer Balcony
------------
Run forward and board the elevator for the first floor.
Elevator Hall 1F
----------------
Head for the room with the model of the Military Training Facility.
MTF Model Room
--------------
Run to the laser-guarded lever. Insert the ARMY, NAVY and AIRFORCE
PROOFS to deactivate the lasers, allowing you to pull the lever. Once
pulled, the model of the training facility will slide back into the
wall, revealing a hidden ladder. Go down.
Secret Tunnel
-------------
Head down the tunnel, killing the Giant Spiders that inhabit the
room. Continue on until you reach another ladder to descend.
Albinoid Room
-------------
Down here is another boss, the Albinoid Adult. It seems that Albinoid
Claire accidentally set free has grown quite a bit, and has taken up
residence in a pool, of all places. As you probably learned in a
random episode of the Pokemon anime show, water conducts electricity,
which means Chris needs to be careful when dealing with the Albinoid
Adult, since it emits electricity.
--------------------------------------
Boss 4: Albinoid Adult
Difficulty: Medium
The only reason why this boss gets a medium is because it's hard to
shoot it. Switch to the GRENADE LAUNCHER or SUBMACHINE GUN for this
one. As it swims to the edge, spray some ammo at it. Repeat this
pattern (the whole process may take a few minutes of waiting) until
the Albinoid dies.
An alternative strategy is to grab a full healing item (a FIRST AID
SPRAY or MIXED HERB) and jump into the water. Run for the EAGLE PLATE
and quickly grab it. You'll get shocked at least twice, which is how
the full-powered healing items comes in handy.
--------------------------------------
After the Albinoid is dead, jump into the water and grab the EAGLE
PLATE. Combine the EAGLE PLATE with the CLEMENT MIXTURE and you have
the HALBERD you need to access the harrier jet. Go back to the Secret
Tunnel.
Secret Tunnel
-------------
Head back through the tunnel, and up the ladder to the M.T.F. Model
Room.
MTF Model Room
--------------
Head back to the Elevator Hall 1F.
Elevator Hall 1F
----------------
Head for the elevator and ride it to the Sewer Balcony once more.
Sewer Balcony
-------------
Go down the stairs again, but take take the SHOTGUN this time. The
stairs will rise into the position they were in when Claire was here.
Go into the water that the stairs were blocking before, and then cross
the water onto another platform (kill the zombie that rises here). Grab
the herbs you see here, and then climb the ladder. You will end up in
the Harrier Jet Hallway.
Harrier Jet Hallway
-------------------
Go back into the Harrier Jet Save Room.
Harrier Jet Save Room
---------------------
In here, sort your items out once again, but make sure you have the
HALBERD with you. Save the game if you must, and then leave the room.
Harrier Jet Hallway
-------------------
Run to the double doors and use the HALBERD to open them. You'll see a
long cutscene, and Chris will be in Antarctica.
------------------------------------------------------------------------
Chris in Antarctica
------------------------------------------------------------------------
Harrier Jet Storage Room
------------------------
When the FMV is over, go through the double doors down the walkway.
- Achievement/Trophy Note -
When you arrive here, you will earn "To The Frozen Land."
Main Terminal
-------------
You are now in the Main Terminal, on the highest floor. Blast the
Tentacles that mysteriously protrude from the walls. Then, go past
the seaplane wreckage and down the ladder. Head towards the save room
in the Moth Hall. Be sure NOT to go towards the Production Room in the
Moth Hall, unless you feel like taking unnecessary damage from a
particularly annoying creature.
Antarctic Save Room
-------------------
There, look at the display cabinet. To the right is a halberd engraving.
Put the HALBERD in there and the bottom cabinet will open. Grab the
PAPERWEIGHT and a file as well as the INK RIBBON. Be sure to manage
your items in the item box. Afterwards, leave and head for the Upper
Production Room.
Upper Production Room
---------------------
You'll notice that the lower area is now filled with ice (because they
busted a water valve when trying to escape in the driller). Head to the
room where Claire modified the valve handle socket.
Valve Handle Modification Room
------------------------------
The zombie trapped in the cage has managed to break free, so kill it.
Then grab the DURALUMIN CASE and any other items you may find in here.
Then leave the room.
Upper Production Room
---------------------
This time, head over to the Upper Mining Room.
Upper Mining Room
-----------------
Thanks to the ice, you can walk through a break in the railing, across
the ice to the OCTAGON VALVE HANDLE. Pick it up and attempt to exit the
way you came. You'll then see a cutscene with the zombies incased in the
block of ice break free and attack Chris. Kill one or two zombies, then
dodge the rest as you escape.
Upper Production Room
---------------------
From the door to the Upper Mining Room, walk all the way across the
walkway until you're at the door leading to the Valve Handle
Modification Room, and you'll see the broken catwalk. Jump down, onto
the ice, then cross and jump onto another part of the catwalk. Go into
the nearby door.
Scanner Hall
------------
Immediately upon entering the room, you'll see a cutscene with, and be
subsequently scanned by, Wesker's Hunter scanners, meaning you'll have to
kill the Hunter that enters the room immediately. After you kill it,
run all the way down, turning two corners until you see an elevator at
the end. Enter it and ride it down.
Carousel Room
-------------
Once you enter the room, into the door directly in front of Chris.
Cold Hall
---------
In this rather dark and cold hall (duh), step into the door to the
immediate left of Chris.
Power Save Room
---------------
Feel free to save your game here. Access the item box and bring the COMBAT
KNIFE. Deposit the DURALUMIN CASE and withdraw the EMPTY EXTINGUISHER; you
will need it soon. Now inspect the machinery in the room. You'll see a hole
you need to use the OCTAGON VALVE HANDLE in. Use it and then get turn the
switch on the other machine nearby. Power will be restored to the lower
part of the base. Leave the room.
Cold Hall
---------
With caution, proceed down the hall; when you turn a corner, you'll be
bum-rushed by a swarm of zombies, so the SHOTGUN comes in handy here.
After you kill all the zombies, head down the hall, grab the herbs you
see, and then head into the door on the left wall in the final leg of
the hallway.
Tiger Statue Room
-----------------
Feel like you were warped to the original Resident Evil? The room highly
resembles a room from the Spencer Mansion. If you want to get the map,
push the statue in the center of the room into a cracked tile at the edge
of the room so you can grab the map.
Anyway, go down the red hall, past the door until you reach the tiger
statue (does THAT remind you of anything?). Inspect it and pull the BLUE
JEWEL out of one eye. The tiger will rotate, revealing a SQUARE VALVE
HANDLE SOCKET. Combine that with the OCTAGON VALVE HANDLE so the VALVE
HANDLE has a square again. Now put the BLUE JEWEL back into the eye of
the tiger. The statue will rotate back to its normal position. This time,
grab the RED JEWEL to rotate the tiger statue in the other direction,
revealing MAGNUM ROUNDS. Grab those and put the RED JEWEL back into the
eye of the tiger.
Afterwards, head back down the red hall and enter the door you passed
by earlier. It's another lift.
Ant Hill Room
-------------
In this room, walk out of the small hall into the bigger area, where
you'll see a WING OBJECT and A LOT of ants. Grab the WING OBJECT, and
just step on the ants as you run around. They're almost harmless, and
aren't worth the ammo. From the hall you emerged from, head right (that
would be heading to the left from where you grabbed the WING OBJECT)
and make a right turn. You'll see a wall with blood on it and a nearby
GREEN HERB. Head through the double doors up ahead.
Storage Room
------------
In the Storage Room, run forward and go up the flight of steps towards
the back area, and inspect the computer to the right of the storage
capsule. Examine it and you will have to press a code code in order.
Press the AA, then the CROWN, then the HEART and finally the SPADE.
A little compartment will open, allowing you to put the PAPERWEIGHT
in there.
The capsule will then rise and open, and Alfred Ashford's dead body
will fall out onto the floor. Inspect his hand and you will get ALFRED'S
RING. Examine it in the item screen and it will turn into ALFRED'S JEWEL.
Leave the room afterwards.
Anthill Room
------------
You can check out the room located on the opposite end of the room for
some files and items, but other than that, take the elevator up back
to the Tiger Statue Room.
Tiger Statue Room
-----------------
Head back to the Cold Hall.
Cold Hall
---------
Stop by the save room if you need to, but otherwise, return to the
Carousel Room.
Carousel Room
-------------
Ride the elevator back up to the Scanner Hall.
Scanner Hall
------------
Back here, beware of Wesker's Hunter scanners. Avoid them, then head to
the double doors and go through them.
Water Tank Room
---------------
Run over to the small console and push the button by the lift, causing
a huge barrel of fire extinguishant to rise. Use the EMPTY EXTINGUISHER
on it to refill it. Then, ride the nearby lift down.
Weapons Room
------------
Back here, you'll notice the MAGNUM behind the wall of fire. Well, it's
a good thing you brought the FIRE EXTINGUISHER and managed to refill it.
Use the FIRE EXTINGUISHER one more time to put the fire out (it'll be
discarded afterwards) and grab the MAGNUM. If you didn't blow up the
detonator in the back room with Claire, do so now for three boxes of
HANDGUN BULLETS. Ride the lift back up to the Water Tank Room.
Water Tank Room
---------------
This time, head to the back of the room, past the water tank, and ride
the lift up towards the controls. You'll see a square hole you should
use the VALVE HANDLE in, so the water in the tank drains. Climb down
the ladder and grab the CRANE KEY. After you grab it, a Sweeper will
automatically break through the tank glass and attack so, so use your
new MAGNUM to take it out. Head back up the ladder, down the lift and
back to the Scanner Hall.
Scanner Hall
------------
Head back to the Upper Production Room, using the door to Chris' right.
Upper Production Room
---------------------
From the door, head down Chris' right until you reach a control area
for the crane. Use the CRANE KEY to get a cutscene (Alexia should be in
it if you've followed this walkthrough). Afterwards, you'll be facing
off against the next boss.
--------------------------------------
Boss 5: Giant Spider
Difficulty: Very Easy
Don't be intimidated; just like the Giant Spider in the original
Resident Evil, this one is cake, and like the Albinoid, you actually
don't even have to fight it. But if you do want to square off against
it, equip the GRENADE LAUNCHER and use the hole in the center of the
ice (below Nosferatu's body) and aim at it, running in circles to
avoid getting hit. It won't take many hits from the GRENADE LAUNCHER to
take the Giant Spider down, but be sure not to get hit. Once it dies,
a bunch of smaller spiders will emerge from the boss's body and attack
Chris. Like the ants, they're mostly harmless-just avoid them.
--------------------------------------
Whether or not you decide to take the Giant Spider down, you'll have to
make your way into the ice and head to Nosferatu's body, where his green
ALEXANDER'S PIERCE is located. Grab it, and then head back to the
Scanner Hall.
Scanner Hall
------------
Examine ALEXANDER'S PIERCE in the item screen, and you'll receive
ALEXANDER'S JEWEL (just like with Alfred) Avoiding the scanner (if it's
still here), head back into the elevator to the Carousel Room.
Carousel Room
-------------
This time, head down the hallway into the main area, where you'll see
the carousel (and a Sweeper that you should get rid of). Search near
the carousel and on the fountain in the water for two more WING OBJECTS.
They'll all take up one item space, so don't worry. Then, head through
the double doors near the carousel.
Mansion Hall
------------
Another room from the original Resident Evil. It's not all the same,
though, especially the big painting atop the staircase. It's the
Ashford family, Alfred, Alexia and Alexander. Chris'll notice three
holes in the painting, so use ALFRED'S JEWEL and ALEXANDER'S JEWEL to
fill in the holes. Well, you'll need one more.
On the second floor walkway is a COMBAT KNIFE, but you won't need it if
you followed this walkthrough and brought one from the item box. Head
down to the first floor, and head to the area behind the grand stair-
case. You'll see Claire covered up in some kind of gunk, so USE (not
equip) the COMBAT KNIFE and she'll be freed.
Watch the cutscene and then you'll be prompted with one of two scenes:
Claire will be poisoned (if she inhaled Nosferatu's poison during the
second boss battle), or she'll be perfectly fine. If she's poisoned,
follow this next little segment of the walkthrough. Otherwise, skip to
the next section.
--------------------------------------
------------------
Claire is Poisoned
------------------
If Claire was poisoned in her battle with Nosferatu, then Chris will
need to retrieve some SERUM to cure Claire. From the Mansion Hall, head
back to the Carousel Room and ride the elevator to the Scanner Hall.
Then, head back to the Water Tank Room and ride the lift down into the
Weapons Room. On the shelf nearby (before the fire, if you didn't
extinguish the flames) is a shelf with the SERUM. After you grab it,
simply return to the Mansion Hall and Chris will cure Claire of her
poison automatically.
--------------------------------------
After Claire is cured, you'll see another cutscene, and you'll resume
control of Claire temporarily (Chris will stay behind).
------------------------------------------------------------------------
Controlling Claire Again
------------------------------------------------------------------------
Shotgun Rack Room
-----------------
If Claire was poisoned by Nosferatu, she'll be in Danger condition, so
heal up completely using the RED HERB and GREEN HERB. If you check
Claire's items, she'll have everything she had with her except for the
SNIPER RIFLE. Under any circumstances, before you leave the room, make
sure you have two full-powered healing items! That means Claire should
take two FIRST AID SPRAYS, two MIXED HERBS (3x Green or 1 Red + 1 Green)
or one of each. The next portion will almost require Claire to use both
unless she's very lucky. Be sure to pack a minor weapon, perhaps Chris'
Glock 17 and one clip of ammo. Otherwise, do not bring any heavy
weaponry with Claire, because she simply is not going to need it.
Afterwards, leave the room.
Tentacle Hall
-------------
Run down this hall (should remind you of the hall where the dogs jumped
through the windows in the original Resident Evil). As you run down,
tentacles will emerge from the walls; one of them will assuredly land a
hit at Claire, but it won't hurt her too much. Just keep going, and
kill the tentacles if you'd like. Turn the corner and head through the
door at the very end of the hall.
Prison Cells
------------
Another prison, although much smaller than the one on Rockfort Island.
Go up the small flight of stairs past the steel door. Grab the file
near the cannon. Then, inspect the cannon and push it down to reveal a
CRYSTAL. A slab of concrete will then fall and pull back up. When it
rises, quickly run across the spot where the concrete falls and grab the
CRYSTAL BALL before Claire gets crushed and a game over occurs.
After you get the CRYSTAL BALL, once again go past where the slab falls
and quickly USE the CRYSTAL BALL in the white circle in the center. Claire
automatically backs up before the concrete slab falls and crushes the
CRYSTAL BALL. The SECURITY CARD can now be taken. When the slab rises,
grab the SECURITY CARD and the trap will stop working, allowing you to
pass freely. Now, head through the steel door you passed by earlier.
Prison Chamber
--------------
Up ahead is a gate with a security card reader next to it; swap the
SECURITY CARD and the gate will rise. Run by all the knight statues to
the very end of the room, where you'll see Steve and another cutscene.
Then, you'll be fighting, or frantically running from, rather, the sixth
boss.
--------------------------------------
Boss 6: Steve
Difficulty: Impossible
No matter what weapon you've brought with you, Steve is simply too
strong to defeat. Steve's is gigantic, fast and wields a giant axe.
Have Claire run back the way she came. Steve will inevitably hit her
with the axe once, probably twice. After each hit, go into the item box
and use a full-powered healing item. Then keep running until you head
back through the gate.
Some players apparently don't have two healing items to bring. Most
likely, you're out of luck and will have to restart from an early save
and be more wise about inventory management. It's possible you may be
able to escape without using healing items, but you'll need to bring
along a a heavy weapon that can push Steve back fast enough for you to
180-turn and run like mad. The GRENADE LAUNCHER might work, so could
the explosive BOW GUN ARROWS. But it's best not to count on this
working.
--------------------------------------
- Achievement/Trophy Note -
When you beat this boss, you will earn "The Green Giant."
Another two cutscenes will ensue, and then we'll be back in control of
Chris, and yet another boss battle.
------------------------------------------------------------------------
Final Part: Chris Concludes The Adventure
------------------------------------------------------------------------
Mansion Hall
------------
--------------------------------------
Boss 7: Alexia, first form
Difficulty: Medium
Hopefully you have the MAGNUM with you, otherwise the battle could be
more difficult. If Claire WASN'T poisoned by Nosferatu, Chris will
still be holding the COMBAT KNIFE, so if that's the case, do not start
swiping right away as Alexia can kill Chris by merely touching him.
Equip the appropriate weapon, get away from Alexia, and start
shooting. Alexia isn't too fast, but she throws blood around the hall
that bursts into flames, which can hurt Chris and stop him long enough
for Alexia to swoop in for the kill. Just keep moving around, avoiding
Alexia's fire and shoot her with the MAGNUM whenever you have a clear
shot. If you don't have the Magnum, then use the SUBMACHINE GUNS or
BOW GUN.
--------------------------------------
After Alexia is down, go to where she dropped her necklace during the
cutscene, over by the staircase. Collect ALEXIA'S CHOKER and examine it
to yield ALEXIA'S JEWEL.
Go up the stairs and attach ALEXIA'S JEWEL to the painting. The
painting will then slide down to reveal a hidden door. Go through the
door. As you leave the room, Alexia will rise from the ground (in much
of the same fashion as Mr. X from Resident Evil 2; the Resident Evil
heroes need to start *making sure* the monsters are dead!). Don't
worry, as Alexia isn't going to begin stalking Chris.
Y-Shaped Hall
-------------
In the Y-Shaped Hall, you'll see a few zombies, so take them out.
Then, pass the double doors near the entrance and turn left, where
you'll see a single door nearby. Go through it.
Desk Room
---------
In this office, check the desk without the typewriter on it. You'll
find the STERILE ROOM KEY in the drawer. After you take it, feel free
to save the game and leave the room.
Y-Shaped Hall
-------------
Head back to the Mansion Hall.
Mansion Hall
------------
Back here, go to the double doors on the first floor and use the STERILE
ROOM KEY to unlock them. Go through the door afterwards.
Tiger Statue Hall
-----------------
Back here, simply go through the door to the Cold Hall.
Cold Hall
---------
Return to the Power Save Room.
Power Save Room
---------------
Back here, switch off the power so the base has no electricity again.
You'll need to do this to proceed. Afterwards, leave the room.
Cold Hall
---------
Return to the Carousel Room. Note that without the electricity, you
can't go back to the Tiger Statue Hall from this room.
Carousel Room
-------------
Head back to the Mansion Hall.
Mansion Hall
------------
Back in the Mansion hall, once again go though the double doors back
to the Tiger Statue Room.
Tiger Statue Room
-----------------
Run down the red hall to the tiger statue again. Now that the power
is down, you can grab the RED JEWEL and BLUE JEWEL from the tiger's
eyes without it rotating and hiding away the other jewel. After you
grab them, return to the Mansion Hall. Note that you're free to restore
power to the base in the Power Save Room if you wish, but it won't make
a difference in the outcome of the game anyway.
Mansion Hall
------------
Head up the stairs and head back to the Y-Shaped Hall.
Y-Shaped Hall
-------------
Head down the hall and take the left fork again. This time, go to the
very end of the hall and into the door on the right side of the hall.
Nearby are some herbs you can pick up.
Alfred's Room
-------------
Wow, so the Ashfords replicated their home from Rockfort Island too...
Anyway, as with Rockfort Island, look at the music box and insert the
BLUE JEWEL from the tiger statue into the hole, causing the box to open.
Then, go through the door in the wall that leads to Alexia's Room, just
like in the Private Residence.
Alexia's Room
-------------
Alexia's music box will be playing the now-memorable theme, so examine
it to shut it off. Then place the RED JEWEL into the music box, and
grab the MUSIC BOX PLATE. Head back into Alfred's Room afterwards.
Alfred's Room
-------------
Place the MUSIC BOX PLATE into Alfred's music box to reveal a ladder on
the bed. Climb the ladder.
Attic
-----
On the big table, head over to a glass ant farm and grab the DRAGONFLY
OBJECT. Combine it with the three WING OBJECTS you have to create part
of the GOLD DRAGONFLY. You'll need one more WING OBJECT to complete it, so
head back down to Alfred's Room.
Alfred's Room
-------------
Head back to the Y-Shaped Hall.
Y-Shaped Hall
-------------
Remember the double doors by the entrance (the door to the Mansion Hall)?
Go through them this time.
Computer Room
-------------
In here, ride the lift up ahead down to the lower floor, and you'll see
the final WING OBJECT in a glass casing. Examine the nearby computer to
open the glass casing. Grab the final WING OBJECT and combine it with the
DRAGONFLY OBJECT to get a GOLD DRAGONFLY. Ride the lift up and go through
the door up the small flight of stairs after unlocking it.
Tentacle Hall
-------------
Chris is back in the hall with the tentacles where Claire passed through
earlier. There will be one tentacle remaining along with any Claire
didn't kill, so destroy them now. Head back to the Shotgun Rack room,
down to the right from the door leading to the Computer Room.
Shotgun Rack Room
-----------------
Now it's time to prepare for the final battle. This is your final chance
to organize your items. Suggested weapons to bring along are the
SUBMACHINE GUNS, ASSAULT RIFLE, MAGNUM and BOW GUN ARROWS with explosive
rounds. Pack along 3 or so full-powered healing items. Head back to the
Tentacle Hall now.
Tentacle Hall
-------------
Retrace Claire's steps, and head to the Prison Cells.
Prison Cells
------------
Watch the cutscene, and you'll be able to pick up the SECURITY MANUAL
at the bottom of the door near Chris' feet. Grab the SECURITY MANUAL and
examine the inside of the book. Rotate it so you can see the pages and the
manual will open to yield the SECURITY CARD. Since Claire is trapped,
Chris must set the self-destruct system to unlock all doors in the base.
Run to the very end of the room, past an emergency elevator and head up
the staircase at the very end.
Upper Anthill Room
------------------
You're above the anthill you saw earlier. Run forward and you'll see a
locked door, but the GOLD DRAGONFLY is the key you need to unlock it.
Insert it into the slot next to the door to unlock it, then go inside.
Security Room
-------------
There are a few final zombies left in here to harass Chris, so take
them down quickly. Run to the end of the room, climb the tiny ladder
to the suspended walkway, and run to the end to the computer console
as well as a GREEN HERB you may or may not want. Examine the computer
console and use the SECURITY CARD, which will prompt you to enter the
code for the self-destruct system. If you've been reading the files of
the game, you'll know what it is. Or, if you realize the name of the
game you're playing, then you'll know the code as well. The code, of
course, is Veronica. Enter it and the self-destruct system will start
and the timer will count down. Leave the room as quickly as possible.
Upper Anthill Room
------------------
Chris and Claire will be reunited, but the final boss battle will also
begin. You
--------------------------------------
Boss 8: Alexia I, II & III
Difficulty: Medium
The battle starts off with Alexia in her first form attempting to kill
Claire. Use a weapon and shoot Alexia as quickly as possible before she
kills Claire and ends the game. Once you shoot Alexia, Claire will
escape and Alexia will mutate into her second form.
Alexia's second form isn't mobile, as it stays still. However, it's
gigantic and Chris has little room to run. Alexia II will use her
tentacles and a flurry of other smaller creatures to attack Chris, so
keep running around the empty part of the room and shoot Alexia II as
often as you can with powerful weapons, such as the MAGNUM or especially
the SUBMACHINE GUNS. The faster the weapons, the faster Alexia II goes
down. You can also shoot the smaller creatures that emerge from Alexia
to throw them off and prevent them from hurting Chris, but it wastes
ammo, so just focus on the huge creature instead.
After enough bullets, Alexia will mutate once again, and will become a
flying creature. She'll be ultimately less menacing than her second
form, but she'll be spewing fire again. Grab the LINEAR LAUNCHER from
the wall. It'll be another first person weapon, but it controls exactly
like the SNIPER RIFLE. Therefore, take aim and fire one shot into
Alexia. She'll try her best to miss, but thankfully you have unlimited
ammo, so keep firing until you hit her, ending the battle.
--------------------------------------
- Achievement/Trophy Note -
When you beat this boss, you will earn "The Arrogant Queen."
After you defeat Alexia, you've successfully defeated the game. Watch
the ending sequence and enjoy the credits.
-----------
S/A Ranking
-----------
To earn the highest possible ranking in the game:
- Do not save the game except during the midway point after the first
boss battle.
- Finish the game in under 4 hours and 30 minutes.
- Do not use a FIRST AID SPRAY. (HERBS are okay.)
- Do not die and continue.
- Give Rodrigo the HEMOSTATIC.
- Save Steve as quickly as possible from the GOLD LUGER trap.
- Achievement/Trophy Note -
If you earn an S/A Ranking, you will earn "Weapon Crazy."
========================================================================
------------------------------------------------------------------------
8. Battle Game
------------------------------------------------------------------------
========================================================================
Ever since the Saturn version of the original Resident Evil came out,
it's been tradition for Capcom to include a minigame in each Resident
Evil title, the only exception being the GameCube remake and the Gun
Survivor titles.
Battle Game is a game in which you go through a fixed set of rooms
(about 18 or so) that are filled with monsters, such as zombies,
Bandersnatches and Hunters. You'll be able to control Claire using her
outfit from the main game, or Claire with an alternate, Resident Evil
2-like costume, Chris, Steve and Wesker.
With the exception of Wesker, all characters hold an assortment of
"related" weapons with infinite ammo as well as a few healing items.
Wesker only holds a COMBAT KNIFE. By related, I mean that they hold
weapons they usually find in the game on their leg of the adventure,
so Claire has the HANDGUN and BOW GUN, or GRENADE LAUNCHER, while
Steve, true to form, gets the GOLD LUGERS and SUBMACHINE GUNS. Chris
gets the SHOTGUN and MAGNUM.
--------------------------
Unlocking Alternate Claire
--------------------------
Simply defeat Battle Game as standard costume Claire once to unlock
Alternate Claire.
------------------------
Unlocking Steve Burnside
------------------------
In the Military Training Facility, be sure to have Chris obtain the
LUGER REPLICA in the save room by solving the drawer puzzle.
-----------------------
Unlocking Albert Wesker
-----------------------
Defeat Battle Game with Chris to unlock Wesker.
-----------------------------
Unlocking the Linear Launcher
-----------------------------
Get an A Ranking with all five characters to get the Linear Launcher in
everyone's inventory. In the Japanese Dreamcast version of CODE:
Veronica Kanzenban, the Linear Launcher will be available in everyone's
inventory from the beginning.
- Achievement/Trophy Note -
When you acquire the Linear Launcher in Battle Mode, you will earn
"Battle Master."
------------------------------------
CODE: Veronica Kanzenban - Dreamcast
------------------------------------
In the original Dreamcast, PlayStation 2, GameCube, PlayStation 3 and
Xbox 360 versions of the game, you'll need to beat the main game once to
unlock Battle Game. In the Japanese Dreamcast version of CODE: Veronica
Kanzenban, Battle Game will be unlocked from the beginning automatically
with all characters except Steve, who still needs to be unlocked with
the acquiring of the LUGER REPLICA.
========================================================================
------------------------------------------------------------------------
9. Battle Game: Claire Redfield
------------------------------------------------------------------------
========================================================================
Battle Game with Claire's standard costume is very simple to complete
because of her weaponry.
-------
Weapons
-------
BOW GUN WITH GUNPOWDER ARROWS
HANDGUN
HANDGUN BULLETS (Infinite)
------------
Slot Machine
------------
SUBMACHINE GUNS
DIJ DIARY
---------------
A Rank Criteria
---------------
Less than 7 minutes
===========
Walkthrough
===========
------
Room 1
------
Equip the BOW GUN and kill every zombie.
------
Room 2
------
Kill every enemy with BOW GUN.
------
Room 3
------
Kill every enemy with BOW GUN.
------
Room 4
------
Kill every enemy with BOW GUN.
------
Room 5
------
Kill every enemy with BOW GUN.
------
Room 6
------
Kill every enemy with BOW GUN.
------
Room 7
------
Kill every enemy with BOW GUN.
------
Room 8
------
Kill every enemy with BOW GUN.
------
Room 9
------
Kill every enemy with BOW GUN.
-------
Room 10
-------
Kill every enemy with BOW GUN.
-------
Room 11
-------
Kill every enemy with BOW GUN.
-------
Room 12
-------
Kill every enemy with BOW GUN. Grab the HERBS. Go into the silver
door.
-------
Room 13
-------
Look in the Slot Machine and grab whatever is in there. Grab all
the HERBS. Go back to Room 12.
-------
Room 12
-------
Head through the brown door.
-------
Room 14
-------
Kill every enemy with BOW GUN. Grab FIRST AID SPRAY.
-------
Room 15
-------
Kill every enemy with BOW GUN.
-------
Room 16
-------
Kill every enemy with BOW GUN.
-------
Room 17
-------
Kill every enemy with BOW GUN.
-------
Room 18
-------
Simply use BOW GUN at starting point constantly to eventually kill
Nosferatu.
========================================================================
------------------------------------------------------------------------
10. Battle Game: Alternate Claire Redfield
------------------------------------------------------------------------
========================================================================
Here is some information regarding Alternate Claire Redfield. Her game
is a little bit more difficult than the Standard Claire game, but she's
still pretty simple to get through.
-------
Weapons
-------
GRENADE LAUNCHER
FLAME ROUNDS (Infinite)
ACID ROUNDS (Infinite)
GRENADE ROUNDS (Infinite)
ASSAULT RIFLE
------------
Slot Machine
------------
B.O.W. GAS ROUNDS
DIJ Diary
---------------
A Rank Criteria
---------------
Less than 10 minutes.
===========
Walkthrough
===========
------
Room 1
------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS.
------
Room 2
------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS. Grab
the GREEN HERB.
------
Room 3
------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS. Grab
the FIRST AID SPRAY.
------
Room 4
------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS.
------
Room 5
------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS.
------
Room 6
------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS. Grab
the GREEN HERB.
------
Room 7
------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS. Grab
the BLUE HERB and GREEN HERB.
------
Room 8
------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS.
------
Room 9
------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS.
-------
Room 10
-------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS.
-------
Room 11
-------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS. Grab
the FIRST AID SPRAY.
-------
Room 12
-------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS.
Grab the HERBS and then head into the silver door.
-------
Room 13
-------
Look in the Slot Machine and grab whatever is in there.
Grab all the Herbs.
Go back to Room 12.
-------
Room 12
-------
Head through the brown door.
-------
Room 14
-------
Kill every creature with the GRENADE LAUNCHER with ACID ROUNDS. Grab the
FIRST AID SPRAY.
-------
Room 15
-------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS.
-------
Room 16
-------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS.
-------
Room 17
-------
Kill every creature with the GRENADE LAUNCHER with FLAME ROUNDS.
-------
Room 18
-------
If you have the B.O.W. GAS ROUNDS, use them all on the Tyrant right away
as it deals plenty of damage. Then (or otherwise), use the Assault
Rifle when starting the battle. Then run to the far corners when the
Tyrant approaches you. Keep firing until it comes into sight. Run to
next corner and repeat the pattern until the creature dies.
========================================================================
------------------------------------------------------------------------
11. Battle Game: Chris Redfield
------------------------------------------------------------------------
========================================================================
Here is some information regarding Chris Redfield. His game is extremely
simple to conquer because of his MAGNUM.
-------
Weapons
-------
MAGNUM
MAGNUM ROUNDS (Infinite)
SHOTGUN
SHOTGUN SHELLS (Infinite)
------------
Slot Machine
------------
SUBMACHINE GUNS
DIJ DIARY
FIRST AID SPRAY
---------------
A Rank Criteria
---------------
Less than 8 minutes.
===========
Walkthrough
===========
------
Room 1
------
Kill every creature with the MAGNUM.
------
Room 2
------
Kill every creature with the MAGNUM. Grab the GREEN HERB.
------
Room 3
------
Kill every creature with the MAGNUM. Grab the FIRST AID SPRAY.
------
Room 4
------
Kill every creature with the MAGNUM.
------
Room 5
------
Kill every creature with the MAGNUM.
------
Room 6
------
Kill every creature with the MAGNUM. Grab the GREEN HERB.
------
Room 7
------
Kill every creature with the MAGNUM. Grab the GREEN HERB and BLUE HERB.
------
Room 8
------
Kill every creature with the MAGNUM.
------
Room 9
------
Kill every creature with the MAGNUM.
-------
Room 10
-------
Kill every creature with the MAGNUM.
-------
Room 11
-------
Kill every creature with the MAGNUM. Grab the FIRST AID SPRAY.
-------
Room 12
-------
Kill every creature with the MAGNUM. Grab the HERBS and head into
the silver door.
-------
Room 13
-------
Look in the Slot Machine and grab whatever is in there. Grab all the
HERBS. Go back to Room 12.
-------
Room 12
-------
This time, go through the brown door.
-------
Room 14
-------
Kill every creature with the MAGNUM. Grab the FIRST AID SPRAY.
-------
Room 15
-------
Kill every creature with the MAGNUM.
-------
Room 16
-------
Kill every creature with the MAGNUM.
-------
Room 17
-------
Kill every creature with the MAGNUM.
-------
Room 18
-------
Use the SUBMACHINE GUNS (if you have them) on Alexia's second form; if
not, use the MAGNUM. Attack her using the same strategies as the main
game. Then equip the MAGNUM when Alexia morphs into her flying form, and
run around shooting her until she falls.
========================================================================
------------------------------------------------------------------------
12. Battle Game: Steve Burnside
------------------------------------------------------------------------
========================================================================
Steve's game isn't too bad, although it's a bit more challenging than
Claire's. Steve has the SUBMACHINE GUNS and the GOLD LUGERS, which are
both good weapons. Steve can get through the game just fine by firing
the SUBMACHINE GUN at will, but for zombies, a better strategy is to
use the GOLD LUGERS and aim up when shooting to headshot zombies and
kill them with one hit.
-------
Weapons
-------
SUBMACHINE GUNS
GOLD LUGERS
------------
Slot Machine
------------
M100Ps
DIJ DIARY
---------------
A Rank Criteria
---------------
Less than 15 minutes
===========
Walkthrough
===========
------
Room 1
------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie.
------
Room 2
------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie.
------
Room 3
------
Kill the Bandersnatches with the SUBMACHINE GUNS by aiming at them from
their armless side. Grab the FIRST AID SPRAY.
------
Room 4
------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie.
------
Room 5
------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie.
------
Room 6
------
Use the SUBMACHINE GUNS against the Hunters to knock them onto
their backs. Continue shooting them as they lay on the ground until
they're dead.
------
Room 7
------
Use the SUBMACHINE GUNS against the Hunters to knock them onto
their backs. Continue shooting them as they lay on the ground until
they're dead. Grab the BLUE HERB and GREEN HERB.
------
Room 8
------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie.
------
Room 9
------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie.
-------
Room 10
-------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie.
-------
Room 11
-------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie. Grab the
FIRST AID SPRAY.
-------
Room 12
-------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie. Grab the
HERBS and head into the silver door.
-------
Room 13
-------
Look in the Slot Machine and grab whatever is in there. Grab all the
HERBS and go back to Room 12.
-------
Room 12
-------
This time, go through the brown door.
-------
Room 14
-------
Use the SUBMACHINE GUNS against the Hunters to knock them onto
their backs. Continue shooting them as they lay on the ground until
they're dead. Grab the FIRST AID SPRAY.
-------
Room 15
-------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie.
-------
Room 16
-------
Use the GOLD LUGERS and carefully press up on the D-Pad or analog stick
to achieve a one-hit instant kill headshot on every zombie.
-------
Room 17
-------
Kill the Bandersnatches with the SUBMACHINE GUNS by aiming at them from
their armless side.
-------
Room 18
-------
Use SUBMACHINE GUNS on the Gulp Worm when it emerges from the ground.
========================================================================
------------------------------------------------------------------------
13. Battle Game: Albert Wesker
------------------------------------------------------------------------
========================================================================
Albert Wesker, despite his viral super powers in the main game, is the
hardest character to beat Battle Game with, although veterans of
Resident Evil 2's Tofu or Resident Evil 3's Nicholai ought to have no
problems; Wesker is considerably easier than those two. Wesker is armed
only with the COMBAT KNIFE, but it's a surprisingly powerful weapon if
used correctly. Slash multiple enemies at once, and slash zombies at
the knees to cause them to fall. Bandersnatches are easily dealt with
when slashed on their short-arm side. Direct slashes to Hunters will
push them onto their backs.
-------
Weapons
-------
COMBAT KNIFE
------------
Slot Machine
------------
MAGNUM (with 6 MAGNUM ROUNDS)
DIJ DIARY
------
A Rank
------
Less than 60 minutes.
===========
Walkthrough
===========
------
Room 1
------
Slash the zombies at their knees continuously to make them fall. Then
finish them off.
------
Room 2
------
Slash the zombies at their knees continuously to make them fall. Then
finish them off.
------
Room 3
------
Slash at the Bandersnatches' short-arm sides so they have a hard time
hitting you. Grab the FIRST AID SPRAY.
------
Room 4
------
Slash the zombies at their knees continuously to make them fall. Then
finish them off.
------
Room 5
------
Slash the zombies at their knees continuously to make them fall. Then
finish them off.
------
Room 6
------
Continuously slash the Hunters in here like a madman. The slashes will
be strong enough to push them back, and you should sustain minimal
damage if you keep your attacks up. Grab the GREEN HERB.
------
Room 7
------
Continuously slash the Hunters in here like a madman. The slashes will
be strong enough to push them back, and you should sustain minimal
damage if you keep your attacks up. Grab the GREEN HERB and BLUE HERB.
------
Room 8
------
Slash the zombies at their knees continuously to make them fall. Then
finish them off.
------
Room 9
------
Slash the zombies at their knees continuously to make them fall. Then
finish them off.
-------
Room 10
-------
Slash the zombies at their knees continuously to make them fall. Then
finish them off.
-------
Room 11
-------
Slash the zombies at their knees continuously to make them fall. Then
finish them off.
-------
Room 12
-------
Slash the zombies at their knees continuously to make them fall. Then
finish them off. Grab the HERBS and head into the silver door.
-------
Room 13
-------
Look in the Slot Machine and grab whatever is in there. If it isn't the
MAGNUM, you might as well restart the Battle Game because the final boss
is impossible without it. Grab all the HERBS and head back onto Room 12.
-------
Room 12
-------
Head through the brown door.
-------
Room 14
-------
Continuously slash the Hunters in here like a madman. The slashes will
be strong enough to push them back, and you should sustain minimal
damage if you keep your attacks up. Grab the FIRST AID SPRAY.
-------
Room 15
-------
Slash the zombies at their knees continuously to make them fall. Then
finish them off.
-------
Room 16
-------
Slash the zombies at their knees continuously to make them fall. Then
finish them off.
-------
Room 17
-------
Slash the Bandersnatches at their armless sides until they die.
-------
Room 18
-------
If you got MAGNUM from Slot Machine, fire all 6 shots to kill Alexia. If
not, you can try to slash at her from behind, and then run away when she
approaches. However, with the flammable blood she spews trapping you in,
the chances of success are highly unlikely (although never impossible).
========================================================================
------------------------------------------------------------------------
14. Item List
------------------------------------------------------------------------
========================================================================
------------------------------------------------------------------------
Item List: Part One/Disc One
------------------------------------------------------------------------
-----------
Acid Rounds
-----------
Who: Claire Redfield
Located: Various Places
Used: Ammo for the Grenade Launcher
---------------
Air Force Proof
---------------
Who: Claire Redfield
Located: Private Residence, Attic area
Used: To activate Seaplane lift
-----------
Airport Key
-----------
Who: Claire Redfield
Located: Airport Oil Room
Used: To open the shutter in the Airport Cargo Room
----------
Army Proof
----------
Who: Claire Redfield
Located: Military Training Facility Control Room
Used: To active Seaplane lift
--------------
Biohazard Card
--------------
Who: Claire Redfield
Located: Airport Cargo Room
Used: Opens several gray shutters in the Military Training
Facility
---------
Blue Herb
---------
Who: Claire Redfield, Steve Burnside
Located: Various Places
Used: Cures all poison statuses except for Nosferatu's poison
--------------
Bow Gun Arrows
--------------
Who: Claire Redfield
Located: Various Places
Used: Ammo for the Bow Gun
--------------
Bow Gun Powder
--------------
Who: Claire Redfield
Located: Various Places
Used: Mix with Bow Gun Arrows to form Explosive Arrows.
--------------
Bow Gas Rounds
--------------
Who: Claire Redfield
Located: Prison Security Hall
Used: Ammo for the Grenade Launcher
-------
Bow Gun
-------
Who: Claire Redfield
Located: Military Training Facility lab area (2F)
Used: Kills enemies
---------
Briefcase
---------
Who: Claire Redfield
Located: Prison
Used: Holds the TG-01 Alloy
------------
Combat Knife
------------
Who: Claire Redfield
Located: Prison
Used: Kills enemies
-------------
Control Lever
-------------
Who: Claire Redfield
Located: Airport Seaplane
Used: Activates controls for the Airport bridge
--------------
Duralumin Case
--------------
Who: Claire Redfield
Located: Prison Torture Room
Palace Bathroom
Used: Holds weapon upgrades
-----------
Emblem Card
-----------
Who: Claire Redfield
Located: Military Training Facility Balcony
Used: Opens shutters with blue scanners
-----------
Eagle Plate
-----------
Who: Claire Redfield
Located: Military Training Facility diorama room
Palace conference room
Used: Opens door near guillotine (Prison)
Unlocks balcony box (Military Training Facility)
----------------
Earthenware Vase
----------------
Who: Claire Redfield
Located: Palace Painting Room
Used: To obtain the Queen Ant Object
------------
Extinguisher
------------
Who: Claire Redfield
Located: Prison
Used: To extinguish fires in the Prison and Antarctica
---------------
First Aid Spray
---------------
Who: Claire Redfield, Steve Burnside
Located: Various Places
Used: To regain health
------------
Flame Rounds
------------
Who: Claire Redfield
Located: Various Places
Used: Ammo for the Grenade Launcher
--------
Gold Key
--------
Who: Claire Redfield
Located: Military Training Facility diorama room
Used: To open the door to the Palace painting room
-----------
Gold Lugers
-----------
Who: Claire Redfield, Steve Burnside
Located: Palace (when Steve gets it)
Military Training Facility (obtained from Steve)
Used: To open the door in the Palace save room
----------
Green Herb
----------
Who: Claire Redfield
Located: Various Places
Used: To regain health
---------
Glass Eye
---------
Who: Claire Redfield
Located: Prison Doctor Room
Used: To open up the secret passage in the doctor room
----------------
Grenade Launcher
----------------
Who: Claire Redfield
Located: Military Training Facility, Steve Room 1
Used: Kills enemies
--------------
Grenade Rounds
--------------
Who: Claire Redfield
Located: Various Places
Used: Ammo for the Grenade Launcher
----------------
Gun Powder Arrow
----------------
Who: Claire Redfield
Located: Various Places
Used: Ammo for the Bow Gun
---------------
Handgun Bullets
---------------
Who: Claire Redfield
Located: Various Places
Used: Ammo for Claire and Chris' Handguns
-----------
Hawk Emblem
-----------
Who: Claire Redfield
Located: Prison Security office
Used: To copy with alloy to open the prison gate
------------------
Hemostatic Capsule
------------------
Who: Claire Redfield
Located: Military Training Facility Save Room
Used: Heals Rodrigo's wounds
-------
ID Card
-------
Who: Claire Redfield
Located: Palace Save Room
Used: To get the password for the Palace's computer
----------
Ink Ribbon
----------
Who: Claire Redfield
Located: Various Places
Used: To save the game at Typewriters
---------------
King Ant Object
---------------
Who: Claire Redfield
Located: Palace Casino Room
Used: To open Alfred's music box in the Private Residence
-------
Lighter
-------
Who: Claire Redfield
Located: Claire begins with it
Chris obtains it from Rodrigo if he receives the hemostat
Used: To light torches, detonators
Hold to fend off bats and illuminate dark rooms
--------
Lockpick
--------
Who: Claire Redfield
Located: Given by Rodrigo to Claire in exchange for the Lighter
Used: Picks small locks
------------------
M100P Twin Pistols
------------------
Who: Claire Redfield
Located: Prison Barracks
Used: Kills enemies
------------
M39R Handgun
------------
Who: Claire Redfield
Located: Received during the first cutscene with Steve
Used: Kills enemies
------------------
M39R Expansion Set
------------------
Who: Claire Redfield
Located: Inside Prison's Duralumin Case
Used: Upgrades Claire's Handgun so it becomes a burst Handgun
---------------
Music Box Plate
---------------
Who: Claire Redfield
Located: Inside Alexia's Music Box in the Private Residence
Used: Plays on Alfred's Music Box in the Private Residence
----------
Navy Proof
----------
Who: Claire Redfield
Located: Palace Courtyard
Used: To active Seaplane lift
--------------------------
Storage Key (Key With Tag)
--------------------------
Who: Claire Redfield
Located: Military Training Facility's swimming pool
Used: Opens the cabinet in the main office of the Military
Training Facility
-----------
Padlock Key
-----------
Who: Claire Redfield
Located: Prison Guillotine
Used: Unlocks the gate outside the Prison Barracks
----------
Piano Roll
----------
Who: Claire Redfield
Located: Prison Statue Room
Used: Activates the Palace's Piano
----------------
Queen Ant Object
----------------
Who: Claire Redfield
Located: Palace Painting Room
Used: Open's Alexia's Music Box in the Private Residence
========
Red Herb
========
Who: Claire Redfield
Located: Various Places
Used: Enhances healing power of the Green Herb
------------
Rusted Sword
------------
Who: Claire Redfield
Located: Prison Statue Room
Used: Opens the armor statue in the same room
---------
Side Pack
---------
Who: Claire Redfield
Located: Submarine at the Palace Dock
Used: Holds two additional items
----------------
Silver Dragonfly
----------------
Who: Claire Redfield
Located: Private Residence Carousel Room
Used: To rotate the carousel in the same room
----------
Silver Key
----------
Who: Claire Redfield
Located: Private Residence
Used: Opens 2 doors in the Palace
----------------
Skeleton Picture
----------------
Who: Claire Redfield
Located: Military Training Facility's Experiment Room
Used: Raises the back wall in the model room
-------------------------
Special Alloy Hawk Emblem
-------------------------
Who: Claire Redfield
Located: Prison Security Office
Used: Unlock's the Prison's main gate
--------------
Steering Wheel
--------------
Who: Claire Redfield
Located: Palace's Gun Collection Room
Used: Calls up the Submarine at the Palace Dock
---------------
Submachine Guns
---------------
Who: Claire Redfield
Located: Military Training Facility Warehouse
Used: Kills enemies (Steve only)
----------------
TG-01 Alloy Slab
----------------
Who: Claire Redfield
Located: Prison's Briefcase
Used: Used to forge Hawk Emblem
------------------------------------------------------------------------
Item List: Part Two/Disc Two
------------------------------------------------------------------------
-----------
Acid Rounds
-----------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Ammo for the Grenade Launcher
---------------
Air Force Proof
---------------
Who: Chris Redfield
Located: Airport'S seaplane lift
Used: Moves the diorama in the Military Training Facility
-----------------
Alexander's Jewel
-----------------
Who: Chris Redfield
Located: Detaches from Alexander's Pierce
Used: Lowers the Ashford family painting in Antarctica
---------------
Alexia's Choker
---------------
Who: Chris Redfield
Located: Spencer Mansion main hall
Used: To yield Alexia's Jewel
--------------
Alexia's Jewel
--------------
Who: Chris Redfield
Located: Detaches from Alexia's Choker
Used: Lowers the Ashford family painting in Antarctica
--------------
Alfred's Jewel
--------------
Who: Chris Redfield
Located: Detaches from Alfred's Ring
Used: Lowers the Ashford family painting in Antarctica
-------------
Alfred's Ring
-------------
Who: Chris Redfield
Located: Alfred's Dead Body in Antarctica
Used: To yield Alfred's Jewel
---------------------------
Assault Rifle Bullets (50%)
---------------------------
Who: Claire Redfield, Chris Redfield
Located: Military Training Facility's Tyrant Room
Used: Ammo for the Assault Rifle
----------
Army Proof
----------
Who: Chris Redfield
Located: Airport seaplane's lift
Used: Moves the diorama in the Military Training Facility
-------------
Assault Rifle
-------------
Who: Claire Redfield, Chris Redfield
Located: Antarctica's Weapon Room
Used: Kills enemies
----------------
Bar Code Sticker
----------------
Who: Claire Redfield
Located: Antarctica's B.O.W. Room
Used: Sorts crates in the sorter
-------
Battery
-------
Who: Chris Redfield
Located: Military Training Facility's Harrier Jet Hallway
Used: Powers the lift in the Military Training Facility, where Steve
killed his dad
---------
Blue Herb
---------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Cures all poison statuses except for Nosferatu's poison
----------
Blue Jewel
----------
Who: Chris Redfield
Located: Tiger Statue Room in Antarctica
Used: Open's Alfred's music box in Antarctica
--------------
Bow Gun Arrows
--------------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Ammo for the Bow Gun
--------------
Bow Gun Powder
--------------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Mixes with Bow Gun Arrows to create Explosive Arrows
--------------------
Chemical Storage Key
--------------------
Who: Chris Redfield
Located: Military Training Facility, 2F Steve's Dad Room
Used: Opens the chemical locker in the Military Training Facility
---------
Clement @
---------
Who: Chris Redfield
Located: Military Training Facility's chemical locker
Used: Mixes with Clement E to create Clement Mixture
---------
Clement E
---------
Who: Chris Redfield
Located: Military Training Facility, Steve Room 2
Used: Mixes with Clement @ to create Clement Mixture
---------------
Clement Mixture
---------------
Who: Chris Redfield
Located: After mixing Clement @ and Element E
Used: Separates Halberd from the Eagle Plate
------------
Combat Knife
------------
Who: Claire Redfield, Chris Redfield
Located: Chris begins with one
Upper walkway of the Spencer mansion
Used: Kills enemies
Frees Claire from capture
---------
Crane Key
---------
Who: Chris Redfield
Located: Antarctica, room with the Fire Extinguisher refill
Used: Raises the crane with Nosferatu's body
-------
Crystal
-------
Who: Claire Redfield
Located: Antarctica's Prison Room
Used: Needs to be smashed by the stone slab to yield Security
Card
---------
Detonator
---------
Who: Claire Redfield, Chris Redfield
Located: Antarctica's Weapon Room
Used: Destroys the locked cabinet
--------
Doorknob
--------
Who: Chris Redfield
Located: Military Training Facility's lower turntable area
Used: Attaches to the knobless door in the Military Training
Facility
----------------
Dragonfly Object
----------------
Who: Chris Redfield
Located: Antarctica's Table Room (above Alfred's Bedroom)
Used: Combines with Wing Objects to form the Gold Dragonfly
--------------
Duralumin Case
--------------
Who: Claire Redfield, Chris Redfield
Located: Antarctica's Valve Handle Modification Room
Used: To obtain Magnum Rounds
-----------
Eagle Plate
-----------
Who: Chris Redfield
Located: Military Training Facility, underground pool
Used: Combines with the Clement Mixture to yield the Halberd
---------------
First Aid Spray
---------------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Fully restores health
------------
Flame Rounds
------------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Ammo for the Grenade Launcher
----------
Green Herb
----------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Restores health
--------
Gas Mask
--------
Who: Claire Redfield
Located: Antarctica's B.O.W. Room
Used: Protects Claire from harmful gases
----------------
Glock 17 Handgun
----------------
Who: Claire Redfield, Chris Redfield
Located: Chris begins with one
Used: Kills enemies
--------------
Grenade Rounds
--------------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Ammo for the Grenade Launcher
----------------
Gun Powder Arrow
----------------
Who: Claire Redfield, Chris Redfield
Located: BOW GUN Arrows and Gunpowder Arrows combined
Used: Ammo for the BOW GUN
-------
Halberd
-------
Who: Chris Redfield
Located: Yielded by combining the Clement Mixture with the Eagle Plate
Used: Accesses harrier jet in the Military Training Facility
Cabinet in Antarctica
---------------
Handgun Bullets
---------------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Ammo for M39R and Glock 17 Handguns.
-------
Lighter
-------
Who: Claire Redfield, Chris Redfield
Located: Given by Rodrigo if Claire saved him
Used: Accesses Submachine Guns in the Military Training Facility
Blows up Detonator in Antarctica
---------------
Linear Launcher
---------------
Who: Chris Redfield
Located: Where Alexia II and III are fought in Antarctica
Used: Destroys Alexia's final form
-------------
Luger Replica
-------------
Who: Claire Redfield, Chris Redfield
Located: Military Training Facility's Harrier Jet Save Room
Used: Unlocks Steve Burnside in Battle Game
----------------
Machine Room Key
----------------
Who: Claire Redfield
Located: Under the potted plant in Antarctica
Used: Unlocks the Machine Room in Antarctica
------
Magnum
------
Who: Claire Redfield, Chris Redfield
Located: Weapon Room in Antarctica
Used: Kills enemies
--------------
Magnum Bullets
--------------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Ammo for the Magnum
---------------
Mining Room Key
---------------
Who: Claire Redfield
Located: In Antarctica's Weapon Room
Used: To open the Mining Room in Antarctica
---------------
Music Box Plate
---------------
Who: Claire Redfield, Chris Redfield
Located: Alexia's Music Box in Antarctica
Used: To play Alfred's music box in Antarctica
----------
Navy Proof
----------
Who: Chris Redfield
Located: Airport's Seaplane lift
Used: Moves the diorama in the Military Training Facility
------------
Paper Weight
------------
Who: Chris Redfield
Located: Antarctica's first save room after opening the cabinet
Used: Unlocks the storage tube with Alfred's body in Antarctica
---------
Plant Pot
---------
Who: Claire Redfield
Located: Above Nosferatu's lair in Antarctica
Used: To get the Machine Room Key
--------
Red Herb
--------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Enhances power of the Green Herb
-------------
Security Card
-------------
Who: Claire Redfield, Chris Redfield
Located: Inside the Crystal Ball in Antarctica
Used: Unlocks the gate to Nosferatu's lair
Unlocks door to self-destruct mechanism
-------------
Security File
-------------
Who: Claire Redfield, Chris Redfield
Located: Given to Chris by Claire
Used: Yields Security Card
-----
Serum
-----
Who: Chris Redfield
Located: Antarctica's Weapon Room
Used: Heals Nosferatu's poison
-------
Shotgun
-------
Who: Claire Redfield, Chris Redfield
Located: Military Training Facility's sewer
Used: Kills enemies
--------------
Shotgun Shells
--------------
Who: Claire Redfield, Chris Redfield
Located: Various Places
Used: Ammo for the Shotgun
---------
Side Pack
---------
Who: Chris Redfield
Located: Military Training Facility's Experiment Room
Used: Adds two item slots to Chris' inventory
------------
Sniper Rifle
------------
Who: Claire Redfield
Located: Mining Room, after Alfred drops it
Used: Kills Nosferatu on the helipad
------
Socket
------
Who: Chris Redfield
Located: Behind the Tiger Statue in Antarctica
Used: Gives the Valve Handle a square socket in Antarctica
----------------
Sterile Room Key
----------------
Who: Chris Redfield
Located: Antarctica's Typewriter Room (Spencer Mansion)
Used: Unlocks the double doors in the Spencer Mansion
---------------
Submachine Guns
---------------
Who: Claire Redfield, Chris Redfield
Located: Cave area, behind the stone cover
Used: Kills enemies
-----------
Tank Object
-----------
Who: Chris Redfield
Located: Room accessed by the knobless door
Used: Slides the painting in the model room
--------------
Turn Table Key
--------------
Who: Chris Redfield
Located: Behind the painting in the Model Room
Used: Activates the turntable in the Military Training Facility
------------
Valve Handle
------------
Who: Claire Redfield, Chris Redfield
Located: Upper Power Room (as Claire)
Upper Mining Room (as Chris)
in Antarctica
Used: Shut off gas (Claire)
Activate power (Chris)
Drains water tank (Chris)
-----------
Wing Object
-----------
Who: Chris Redfield
Located: Carousel Room (x2)
Experiment Room (x1)
Lower anthill (x1)
Used: Combine with the Dragonfly
========================================================================
------------------------------------------------------------------------
15. File Transcripts
------------------------------------------------------------------------
========================================================================
The section contains transcripts of all the files found in CODE:
Veronica.
===============
Blue Book Files
===============
-----------------------------------
DIJ DIARY: CODE: Veronica X Version
-----------------------------------
During a heavy squall, a girl in a red outfit was brought to this
island of Rockfort. What could she have possibly done?
I've been living here quite some time now, but many who are brought to
this island seldom leave alive.
Through the sounds of gun and fire, soldiers appeared. There was
something going on. I went to the prison, but the girl in red was
nowhere in sight. I hurried to the military training facility. The
"man" of Rockfort was attacking her relentlessly. How stupid of me.
I got too close and almost got myself smashed by the shutters. But,
thanks to my natural agility, I was able to get out of the situation
and get outside.
Anyone other than me would not have been so lucky.
Again, I was able to find the girl in red.
There she was; in front of the residence. Then from behind her appeared
a man with blonde hair. As he called her, he approached her in a
friendly manner and started saying something to her... and it happened
abruptly.
The man in blonde hair started to hurt the girl in red.
"I must save her."
I thought to myself. But the man in blonde hair went away. Who was that
blonde haired man? What did he want from the girl in red?
The self-destruct announcement and emergency siren warned the end of
Rockfort Island. I hurried to the hangar of the transport. The
transport we were on took off as everything exploded into flames.
With my neck risking effort, the girl kin red slammed the monster out
into the open sky. Sure enough, she was a Valkyrie, a goddess of
destruction.
I couldn't believe it. The transport landed in Antarctica. And to top
it all, the transport that landed before us spilled tons of the T-Virus
and everything alive had already turned into zombies.
If I stayed, there was no way I could stay alive. I had to find a way
to get out of there, quickly. I parted with the girl in red. I started
searching the base to see if there was anything I could use.
As I was resting in the dark, someone was coming. Whatever it was, it
was right there. The door suddenly closed and there was no escape. I
kept slamming the doors. Then the door opened. I exploded out of there.
But I was no chicken. I stopped to turn around and there she was, the
girl in red, standing there looking at me.
Where was this place? I was stuck in a room with an elevator and old
cannon. Where was I supposed to go? I was stranded. I felt endless
despair.
Then that blonde man with the sunglasses appeared. He had the girl in
an arm lock. Then a man in a black vest came running after them. The
man in the black vest followed them.
I also hurried to chase after them. It was a grueling fight. Was the
man who also knew that girl a monster? The fight looked like it could
last forever.
Then suddenly there was an explosion, which interfered the fight. That
was my last chance. I had to get out of there. I snuck through the
hatch of the sub as it was about to close.
Finally, I was released from the world of death and I was able to come
back to a world where desire and power ruled.
DIJ
--------------
Playing Manual
--------------
CHECK ALL ITEMS
When you obtain a new item, always remember to look at it with the
"Check" command on the status screen. Remember, it's always best to
rotate the item so you can check it from different angles.
TRY TO PUSH OBJECTS
If you face an object and press and hold up on the directional button,
sometimes you will be able to push it. You may find hidden rooms and
items this way.
USE THE QUICK TURN
You can turn 180 degrees instantly by pressing the Cancel button while
holding the directional button down. This is a very effective move when
you attack an enemy and then want to turn around and run.
USE THE MAP SCREEN
When you are lost or are unsure of what to do, check the map screen.
You can easily tell where you've been and can see which doors you have
unlocked.
CLIMB/DESCEND
You can climb/descend some objects. To do this, face the object and
then push the Action button.
SECURITY BOXES
The items you store in a Security Box in the prison cannot be accessed
through an Item Box. Make sure you remove all important items from a
Security Box before exiting a room.
I CAN'T TAKE THE GOLD LUGERS FROM THE PROJECTION Room
You cannot release the trap by yourself. After certain events occur,
you will be able to release the trap and obtain the Gold Lugers.
I CAN'T ENTER THE BIO-EXPERIMENT Room
Once the shutter near the bio-experiment room shuts, you can't open it
until the ventilation process completes due to the in-room air
pollution problems.
I CAN'T CLIMB THE LADDER IN THE BEDRoom
You will need to place a pair of items onto the two music boxes. Then
you will have to...
I CAN'T SEND LOADS PROPERLY WITH THE SORTER
The sorter judges which room each load will be sent to by an item that
is posted on the load. You should check an already sorted load in the
room you would like to send your load to and then...
--------------------------------------
Fax on the Facility Access Application
--------------------------------------
Be sure to verify the content of the following facility access
application form, and add the applicants' name to the expected
visitor's list.
Chief Prison Guard Room
Paul Steiner
I hereby apply for access permission for Prison Area D.
Details follow,
Visitor's name: Carl Grisham
Purpose of Entry: Carrying in the following materials;
1. New product sample from Metal Industries Co: "TG-01".
2. Various daily commodities ordered by the prison.
Note: 1. Will use a transportation truck.
3. "TG-01" sample will be stored in a designated briefcase.
---------------------------
"TG-01" Product Description
---------------------------
Thank you for your continued support and for our products. This time we
have gathered our most advanced technologies, and have succeeded in
creating the unique anti-metal detection alloy "TG-01".
-TG-01 features
1. Cannot be detected by any metal detectors.
2. Cannot be pictured by roentgenography at the immigration check.
3. Lightweight, yet durable. We plan to develop various weapons
utilizing this innovative new alloy. We enclosed a sample for
you to review. We look forward to hearing from you regarding
possible business opportunities.
Metal Industries Co.
Chief, Development Planning
Carl Redhill
-------------
User's Manual
-------------
3-D Duplicator User's Manual Our new product, the "3-D Duplicator"
consists of two parts.
3-D Scanner Portion
This portion scans the 3D object. Simply place the material that you
want to have scanned onto the tray of the scanner. The scanned object
will be processed into 3D data, which will be transferred to the
duplicator portion.
Duplicator Portion
If you place the material you wish to have converted on the machine,
you can begin conversion based on the 3-D data that was scanned
portion. The conversion will be executed with complete data accuracy.
The result will be an object precisely true to the original.
-----------------------
Memo on the Pass Number
-----------------------
The emergency lock system in the biology experiment room can be
released with the four digit pass number. I hope you haven't forgotten
about it already. I have just received an order from the system
administrator requesting us to change the pass number periodically.
What bothers me is that you often lose important memos, pass numbers,
or even chemicals... So, in an attempt to solve that problem, I came up
with an idea.
You know the red human skeleton picture at the back of the biology
experiment room? I have decided to use the number signed on the picture
as the pass number. If you happen to lose the memo just use the
picture. Well, I don't think you would ever need to use the emergency
pass number anyway. But just in case, now you know.
Take it easy Mr. Careless!
-------------------------
Message to the New Family
-------------------------
Sir Alfred,
Congratulations on your succession as master as the Ashford family. I
hereby present you with an earthenware vase, according to the Ashford
family tradition. As you may know, this tradition first began when a
butler presented a golden teacup as a commemorative to Veronica. As
founder of the Ashford family, her intelligence and beauty are
legendary.
The second and third, masters, Stanley and his son Thomas were also
presented with similar teacups. It was their hope to achieve glory as
Veronica did before them. The position as family master then shifted to
Sir Thomas to his twin brother Sir Arthur. It then went to Sir Edward,
your grandfather. That was when the Ashford family enjoyed it's golden
age. It was also Sir Edward's achievement that established the large
chemical enterprise, Umbrella Inc.
However, when Sir Edward past away, and your father Sir Alexander
succeeded the position, the glorious Ashford family gradually began to
sink... I sincerely hope that the Ashford family regains it's glory
with your guidence, just as this vase continues to shine eternally.
Ashford Family Butler,
Scott Harman
---------------------------------
Report: Enhanced Anti-Decay Alloy
---------------------------------
Although we planned to utilize the enhanced anti-decay alloy called
"Duploid" to create the storage capsule of the new B.O.W., we have had
to cancel the plan. This is primarily based upon the fact that despite
it's excellent resistance to all kinds of liquid including strong acid,
it easily dissolves when soaked with a mixture of the two chemicals,
"Clement a" and "Clement E".
Due to the lethal nature of the new B.O.W., we cannot be too careful in
choosing the material for their storage capsule. We have instead
decided to use Duploid to create the plate portion of the "Eagle
Plate", which shines in indigo-blue.
CLEMENT INFORMATION
The "a" type is used for gun maintenance and possesses no conspicuous
characteristics. However, the E type will change its color to blue at a
certain temperature. (It is an odd coincidence that the temperature is
exactly the same as the date of completion of this training facility.)
Based upon our analysis of the E type, we believe that Clement
possesses more features.
As new information is learned, we will update this file.
=================
Yellow Book Files
=================
----------------
Prisoner's Diary
----------------
May 13th
This room stinks of death. Based upon the information I've found, I
believe that I'm far south of the equator. Lucky for me that Bob in the
bunk below me, is one of those interesting types of guys... May 16th
Today Bob told some crazy story of why he was put this place with me.
Bob said that he used to be an attendant of the head of this place.
This "boss" named Alfred supposedly placed him in here because of a
tiny little mistake. What does that mean? What's going to happen to me?
May 20th
Without warning, a group of military men took Bob to the building
behind the guillotine stand. At midnight, I'll sneak out of here to see
him. I've been hearing that anyone taken to that building never comes
back. On top of that, there are these REALLY large plastic bags being
constantly being removed from that place. I'd better pray for Bob...
May 21st
I was wrong. I shouldn't have gone there. What is going on it there?!
All I could here was some insanely creepy laughter and the sound of Bob
screaming. I don't know what to do. I can't stop thinking about it... Is
that going to happen to me?! I can't let it... I just can't...
May 27th
Since my last entry, all of my fellow inmates have been taken to that
building! I know that I am next...It's obvious that we are all here to
be used as Alfred's guinea pigs. There's no way out! What am I going to
do?!...
----------------
Anatomist's Note
----------------
There is a demon in my mind. I can't control the fierce impulses that
the demon sometimes drives me to act upon. It is a brutal ceremony.
With the demon next to me, I enjoy watching people agonize in pain,
screaming and convulsing repeatedly as they die...
But, Sir Alfred was kind enough to acknowledge me, and has given me the
facilities, the chemicals, and the "equipment" necessary to study
everything. I must never betray Sir Alfred's kindness. It is especially
critical that no one discovers the sacred place that only he and I know
about.
I swear the basement of this medical building will be kept secret. Of
course, I keep the key to the sacred place with me at all times. Even
if an outsider sees it, they will never be able to tell that it is the
key. I must remember that my life ends when I lose Sir Alfred's trust.
----------------
Secretary's Note
----------------
Four years have past since I began serving Sir Alfred. He doesn't
trust anyone! Even though I am his attendant, I am still strictly
prohibited from entering his private house! What is his problem
anyway?! They say he lives with his twin sister, Alexia in his private
house on the hill.
Occasionally, I've seen someone standing by the window of the house. It
might have been Alexia, whose extreme beauty is often talked about. I
once asked Sir Alfred about this, but it only enraged him. Even though
I am his attendant, he will not show me any lenience. If I ask about
her again, I could put my life at risk. After all, it is a mystery why
he so desperately tries to keep his private life with Alexia a secret.
Robert Dorson
--------------
Newspaper Clip
--------------
A 10-year old girl genius graduated at the top of her class, from a
prestigious university. The international corporation, Umbrella
Chemical Inc., offered the position of head researcher.
------------
Message Card
------------
My dear brother,
I firmly believe that the glory of the Ashford family will be revived
through your courage and strength as an honored soldier.
Yours faithfully,
Alexia Ashford
-------------
Hunk's Report
-------------
Attn: Mr. Alfred Ashford, head of the facility
Today at 16:32, I arrived successfully from the Umbrella transport base
with the large-scale B.O.W. capsule. Extreme care was taken during
transport, and all 108 check points were confirmed condition "green" in
accordance with standard procedures. It is currently being stored in a
freezer.
There's one thing that I don't understand. We are normally assigned to
special missions. Why were we ordered to transport a frozen capsule
this time? I understand that this may be classified as top-secret, but
without knowledge of the contents, our safety could be at risk during
this transport. This is especially important if the contents are
potentially harmful. We would like to ask you provide us with more
information, should we be assigned similar missions in the future.
I still remember the good old days in the military training center.
Nothing has changed since then. We will gear up for the next mission
today at 23:00.
Umbrella Special Forces Unit
HUNK
--------------
Worker's Diary
--------------
October 30th
When I joined Umbrella Inc., I thought that I would be able to live
care free for the rest of my life, being employed by this huge
corporation. It's a joke that I ended up being a driver at a place like
this. I asked for a position change, but they completely ignored me. It
feels more like a prison! Work is extremely demanding, and there's
nothing fun about it. I'd rather be dead!
November 3rd
My hard-earned vacation was canceled suddenly. I heard they failed to
secure enough manpower due to a mistake made by the facility head,
Alfred. That fool doesn't deserved forgiveness. He doesn't even treat
us like human beings!
November 5th
I heard an interesting story from a guy who's been working here for 8
years. He must be awfully patient... He says that there is a man who
has been confined for over 10 years, locked deep below here. People
call him "Nosferatu" and are deathly afraid of him. What an absurd
story!
November 10th
At midnight I woke up to an ominous growling sound that seemed to be
coming from deep under ground...I'm so pathetic to have been frightened
by such a foolish story. Then again, I suppose anyone would have a hard
time maintaining their sanity if they were confined in a place like
this!
==============
Red Book Files
==============
----------------
Alexander's Memo
----------------
My father, Edward, discovered the mother virus in cooperation with Lord
Spencer, who was also a nobleman. They studied it for the purpose of
military use. Eventually their study took shape. They named a variation
of the mother virus, the "T-virus". To camouflage their research, they
established Umbrella Chemical, Inc. I majored in bio genetics and have
been involved with a top-secret project, supporting my father's
research.
However, my research went through a difficult phase, and my father died
in the middle of the project. We are now at a major disadvantage
against the other researchers, as there is great competition in the
field of T-virus research. I have disgraced the honorable name of the
Ashford family that out great ancestor Veronica established. If nothing
is done, Umbrella will be taken over by Spencer.
I must expedite the project to its fullest, without being detected by
Spencer. After much thought, I decided to establish a large-scale
advanced research facility. It will be located in the transport
terminal that I created by using the abandoned mine in the Antarctic.
Within the facility, I'll have a room built. It will be similar to the
design of my mansion, the legacy of the late Trevor.
I will be able to cherish my sweet memories there... For security
purposes, this confidential project will be given a code name. It is
the same name if the beautiful ancestor of the Ashford family,
"Veronica" whom I wish to revive so badly. I am confident that the
result of my research will be as glorious as her name, and that honor
will be restored to the Ashford family again.
---------------
Butler's Letter
---------------
Sir Alfred,
Please forgive me, as I must tell you of my abrupt departure by leaving
this letter. I first served your father, Lord Alexander, and have for
so long shared in the joys and sorrows of the Ashford family. Lord
Alexander disappeared unexpectedly 15 years ago, then an accident
during an experiment took the life of our dear Alexia.
You were forced to become the master of the family at a very young age,
and nearly lost your sanity from the sorrow of having lost all of your
family members at once. There was nothing I could do, and I felt
powerless. I first thought that I should kill myself to apologize. I
then realized that it would be an insult to our dear Lord Alexander and
Alexia, in the other world...
Scott Harman
Butler, Ashford family
-----------------
Confession Letter
-----------------
Alexia, my sister, is a genius and possesses unmatched beauty. She is
everything to me. I would overcome any obstacle and be willing to risk
my life for her. For Alexia, I must revive the glorious Ashford Family
which fell during the era of my father, Alexander. Together, we will
restore our family name. Once that has been achieved, I'll build a
palace where only nobles may gather.
I cannot allow the unwashed to see my dear Alexia, to whom my life is
devoted. She reigns the world as queen, with I as her servant. That is
my dream, and how sweet it will be. Those accomplishments will be proof
of my love toward Alexia. It is the purpose of my existence. All other
people are meaningless, and they shall prostrate themselves before
Alexia and I.
Devoted to my beloved Alexia,
Alfred Ashford
-------------------
Secret Passage Note
-------------------
The underground passage, which leads to the mansion where Alexia and I
live, has been badly damaged. Although I can never allow the unwashed
to see Alexia, I cannot go on using the underground waterway that those
local people made, either.
Oh yes...I think I'll have those prisoners build a bridge. It must be a
gorgeous bridge that benefits the perfection that is Alexia. Of course,
I must kill everyone who's involved in the construction of the bridge
after it is done, so that no one will know about the existence of our
mansion.
But that is okay, as I have no problems executing such matters. Once
the bridge is completed, I'll seal the mansion entrance door at the end
of the underground waterway. The entrance of the waterway is locked by
the diorama trick, ensuring the secrecy of our mansion.
Alfred Ashford
--------------
Alfred's Diary
--------------
January 30th
There's a sealed room in the hallway located inside of the Antarctic
facility. I don't know what is hidden there, but I do know how to
get in. I can use the three jewels that each one of our three members
wear as proof of being legitimate descendant of the Ashford family. The
only problem is, I do not know how I can gain possession of my father's
proof.
February 17th
I finally succeeded in entering that sealed room. I never could have
imagined that such an insane secret existed regarding the birth of both
Alexia and myself... I hate my father. That fool, Alexander...Now it is
obvious that we were merely created in an attempt to cover my father's
blunder. I can never trust him again. I must regain the glory of the
Ashford family with my sister. I have nothing to be afraid of, as long
as Alexia is with me.
March 3rd
Alexia carried out the experiment on the human body that we've been
talking about. Our useless father must be happy now, since he can
finally contribute to the Ashford family. The only thing we should be
careful about is that the butler, Harman, does not become wise to our
activities.
April 22nd
The experiment resulted in failure. Our father was useless after all.
Even worse, he turned into a dangerous monster that is completely out
of control. We tied him down and locked him up in an underground prison
cell. However, Alexia seems to be close to a solution. Beyond all my
expectations, she now says that she wishes to conduct the experiment on
her own body. On top of that, she feels she must be kept asleep for 15
years in order to accomplish the experiment. Thanks to that idiot, I
can't see my dear Alexia for as long as 15 years. Alexia is going to
sleep, with all of her trust relying upon me. Now, I am the only one
who can protect Alexia.
----------------
Queen Ant Report
----------------
After discovering the remains of an ancient virus within the genes of a
queen ant, I have been concentrating on the research of ants. The
ecosystem of the ants seems truly ideal to me. There is one queen ant
in each anthill, and the soldier and worker ants are the queen's
slaves. They dedicate their lives to the queen. The death of the queen
ant means the doom of the entire anthill.
However, the soldier and worker ants can be easily replaced as long as
the queen ant is alive. This is exactly the same relationship between
myself and other ignorant masses. I have succeeded in creating an ideal
virus by implanting the queen ant's gene into the mother virus that
Spencer found.
I used my otherwise useless father as a test subject. However, as I
expected, the virus caused a rapid change in his cells, triggering the
complete destruction of his brain cells and body flesh. Furthermore, a
special type of poison gas was generated inside his body, that the blue
herb had no effect against.
Because of this, I created an antidote in case of an emergency, and
stored it inside of the weapon/chemical warehouse on the B2 floor. I
have decided to name this virus with unimaginable potential, the "T-
Veronica" virus. When I find out how I can fully utilize the power of
wonderful virus, my great research will finally be complete.
Alexia Ashford
---------------------
Virus Research Report
---------------------
Work continues on the "T-Veronica" virus , which I extracted from the
queen ant. The more research I conduct on it, the more I am impressed
by how much potential it has. I have finally implanted the virus into
my own body, and discovered how to fully utilize its power.
I will avoid making the mistake that I made on my father. I will
suppress the activity of the virus at an ultra-low temperature, so that
my cells will change slowly. My calculations indicate that it will take
15 years before my body will gain immunity, and become able to coexist
with the virus. Until then, I have no choice but to trust the capsule
that I will be in, to that inept but loyal soldier ant who is my
brother.
For me to obtain unlimited power, some risks need to be taken. When I
awaken, I will be the queen... And the "T-Veronica" virus will be
unleashed upon the entire world by my children. Every last creature on
earth will exist to serve me. At that time, the world will achieve the
perfect ecosystem, just like an anthill, but on a much grander scale.
Alexia Ashford
---------------
Security Report
---------------
The Ashford family's most important secret is kept at this lab.
As a safety precaution, I have installed a self-destruct device in the
control room and have placed the activation code inside the computer.
Once inputted, all door locks will be released to provide easy access to
escape routes.
By using the elevator that directly connects to the hangar, one should
be able to escape from the lab easily.
Please remember that I have used the name of my beautiful ancestor for
the activation code.
Glory to the Ashfords,
Alexander Ashford
--------------------
CODE Veronica Report
--------------------
After many long years of research, I finally identified the inheritance
element that administers the intelligence of man. I even succeeded in
manipulating the absolute value of intelligence artificially, by
recomposing the base alignment of the element. I then sampled the gene
of our great ancestor, manipulated its element, then implanted it into
the unfertilized egg of a surrogate mother.
What I didn't expect was that twins, a boy and a girl, were born. The
boy had higher intelligence than normal, but not high enough for him to
be considered a genius. However, the girl had unmatched intelligence
that easily allowed her to be classified as a genius. She was exactly
what I had been looking for, the revival of our great ancestor.
I already determined their names; the girl's name, Alexia, and the boy's
name, Alfred.
I'm certain that Alexia will elevate the name of the Ashford family to
extreme glory.
Alexander Ashford
========================================================================
------------------------------------------------------------------------
16. Health Guide
------------------------------------------------------------------------
========================================================================
As mentioned above, you will have to rely on recovery items in order to
remove damage sustained from enemies. Generally, any playable character
can use them in either the Main Game or Battle Game.
There are several recovery items that can be found in the game. They
are called: GREEN HERB, RED HERB, BLUE HERB and MIXED HERB.
=====================================================================
| Recovery Item | Function |
=====================================================================
| | Heals approximately 25% of damage sustained. |
| Green | Can mix with Green, Red and/or Blue Herbs |
| | Commonly available. |
---------------------------------------------------------------------
| | Removes poison status. |
| Blue | Can mix with all Green-type or Green+Red Herbs. |
| | Uncommonly available. |
---------------------------------------------------------------------
| | Cannot be used alone. |
| Red | Uncommonly available. |
| | Mixes with single Green Herb. |
---------------------------------------------------------------------
| | Heals approximately 50% of damage sustained. |
| Double Green | Can be made frequently by mixing 2 Green Herbs. |
| | Can be further mixed with Blue Herb. |
---------------------------------------------------------------------
| | Heals 100% of damage sustained. |
| Triple Green | Can be made sometimes by mixing 3 Green Herbs. |
| | Cannot be further mixed with anything. |
---------------------------------------------------------------------
| | Heals 100% of damage sustained. |
| Red+Green | Can be made on occasion. |
| | Can be further mixed with Blue Herb. |
---------------------------------------------------------------------
| | Heals approximately 25% of damage sustained and |
| Blue+Green | removes poison status. Can be mixed further |
| | with Red or Green Herb. Can be made often. |
---------------------------------------------------------------------
| | Heals approximately 50% of damage sustained and |
| Blue+Double Green | removes poison status. Cannot be mixed further. |
| | Can be made on occasion. |
---------------------------------------------------------------------
| | Heals 100% of damage sustained and removes |
| Green+Red+Blue | poison status. Cannot be mixed further. Can be |
| | be made rarely. |
---------------------------------------------------------------------
| | Heals 100% of damage sustained, but cannot |
| First Aid Spray | remove poison status. Cannot be mixed further. |
| | Commonly available. |
---------------------------------------------------------------------
------------
Health Gauge
------------
=====================================================================
| Status | Color | Explanation |
=====================================================================
| | | 100-76% health remaining. Can endure |
| Fine | Green | several low-power attacks or 1 to 2 |
| | | powerful attacks. Can run quickly. |
---------------------------------------------------------------------
| | | 75-50% health remaining. Can endure a |
| Caution | Yellow | small number of low-power attacks. Heal |
| | | with Green Herb. Character runs slower. |
---------------------------------------------------------------------
| | | 49-25% of health remaining. Can endure 1 |
| Caution | Orange | or 2 low-power attacks. Heal with Mixed |
| | | Herb (50% heal). Character runs slower. |
---------------------------------------------------------------------
| | | 24-1% of health remaining. Cannot sustain |
| Danger | Red | anymore damage. Heal with Herbal Mix or |
| | | First Aid Spray. Character limps slowly. |
---------------------------------------------------------------------
| | | 99-1% of health remaining. Health is |
| Poison | Purple | gradually reduced until in Danger status. |
| | | Heal with Blue Herb or Herbal Mix (Blue). |
---------------------------------------------------------------------
-----------
Item Screen
-----------
The Item Screen can be accessed almost anytime during gameplay, and the
action will pause while it is being managed.
=====================================================================
| Option | Function |
=====================================================================
| Use | Have an item perform its intended function. |
---------------------------------------------------------------------
| Combine | Combine 2 objects together to form a new item. |
---------------------------------------------------------------------
| Check | Thoroughly examine an item to find a secret. |
---------------------------------------------------------------------
| Equip | Equip a weapon. |
---------------------------------------------------------------------
========================================================================
------------------------------------------------------------------------
17. Monster and Boss List
------------------------------------------------------------------------
========================================================================
This section deals with the monsters and bosses of Resident Evil CODE:
Veronica. It shows the general characteristics of the enemies and how
to deal with them accordingly.
=======
Enemies
=======
------
Zombie
------
A staple of the Resident Evil series, the zombies in CODE: Veronica are
just like in the rest of the games. They're commonly dispatched with
the Handgun, although the Shotgun proves to be effective against
groups of them. The Combat Knife, when used on the zombies knees,
causes them to fall and deals plenty of damage. Be careful of the
zombie bites, as it'll only take a few bites to knock Chris or Claire's
health down a few notches.
--------
Cerberus
--------
The zombie dogs are fast and have a vicious bite, but when hit with a
bullet, they fall rather easily, allowing you to finish them off
while they're down. Be careful as it's hard to properly aim for a
zombie dog, and they usually come in groups, so don't let them surround
you.
----
Bats
----
They appear in only a few rooms, and they're annoyed by the light emitted
from the Lighter, so equip it whenever they're around. Without the
Lighter, they do only slight damage, but it's not really worth wasting
ammo on such overall harmless creatures.
------------
Bandersnatch
------------
Appearing only in CODE: Veronica and The Darkside Chronicles, the
Bandersnatches appear to be highly menacing, but actually are somewhat
easy to deal with. They fall easily to any weapons that explode, such as
the Bow Gun with Explosive Rounds or the Grenade Launcher, while it takes
awhile for bullet-based weapons to hurt them. When using a bullet-based
weapon, approach the Bandersnatches from their short-arm side, as it will
be difficult for them to use their opposite long arms to hurt you; the
best they could do to retaliate is to kick, which doesn't do a ton of
damage. Be careful not to let them grip Claire or Chris, as that may
result in an instant kill and a game over.
----
Moth
----
These guys are annoying during Claire's game on Part/Disc 2. It's best
to run from them because they can implant Claire with a poisonous egg.
Try capping them when you see them with single bullets. Dodging them
when you have to pass by them isn't very easy, but is manageable. After
Claire kills Nosferatu, the moths vanish, and they don't appear in
Chris' game.
--------------
Hunter/Sweeper
--------------
Easily the strongest and most agile enemy in the game, the Hunters
arehere to give Chris hell. As always, they're best taken down with
the Grenade Launcher and Acid Rounds, or the Submachine Gun. They can
reasonably resist other weapons and proceed to attack Chris with their
swift and deadlyclaws, so try to use only the two above weapons, or the
Magnum to take them down. Hunters are green in color, while the newer
Sweepers are purple. Sweepers have the ability to poison Chris if they
swipe him with their claws. They are fast moving and have a vicious
jump-slash attack that takes away tons of health.
------------
Giant Spider
------------
Another Resident Evil staple makes its appearance, but they're somewhat
different in CODE: Veronica. For one, they're not as hairy as before,
and they move a lot faster. Use the Grenade Launcher or BOW GUN w/
Explosive Rounds to completely take a giant spider out. If you use a
bullet-based weapon, then you'll have a bit of a hard time as they
tend to take out the sack of the spiders, leaving their legs around
to continue attacking. Watch out as the spiders have a vicious bite
and can poison Chris and Claire.
--------
Tiny Ant
--------
In the one room in the Antarctic with the giant anthill, Chris will run
into these rather harmless, but annoying creatures. Just step on any that
get in your way and avoid wasting time or ammunition on them, as you
cannot even aim a gun at these enemies.
-------------
Baby Albinoid
-------------
In experiment room of the Military Training Facility on Part/Disc 1, these
guys will appear during the countdown sequence, attack Claire and try to
prevent her from escaping the room before the countdown hits zero. They
give a small shock when you run into them. One bullet can kill them, but
since the timer is ticking, it is best to just run past them. If you get
hurt, a Green Herb will probably heal all your damage.
======
Bosses
======
--------------------------------------
Boss 1: The Tyrant
Difficulty: Easy/Medium
This is a boss fight that can be either very difficult or very easy
depending on the ammunition you have brought with you. Hopefully, you
will be holding the GRENADE LAUNCHER with a dozen or so rounds.
If you do not have enough rounds, you'll have to be a little more
creative, so I hope you brought some other ammo and healing items. The
room is small and difficult to maneuver in, but you'll have no choice
but to run around the Tyrant and shoot it with the GRENADE LAUNCHER.
The M100Ps might also be powerful, but it will take a lot of ammo to
take this creature down.
Be very, very careful because the Tyrant has this ability to dash
across long distances and attack. Each attack will bring Claire's
health down a considerable degree. Just try to dodge it, and hit the
Tyrant with 10-20 GRENADE ROUNDS or FLAME ROUNDS, and then make a
B-line for the catapult switch. The crate launching into the Tyrant
itself also causes a little bit of damage, so if the first time fails,
just attack a few more times and avoid its attacks before trying to
launch the switch again.
After you defeat the Tyrant, head back into the Seaplane's cockpit.
--------------------------------------
--------------------------------------
Boss 2: Nosferatu
Difficulty: Medium
You should have picked up the SNIPER RIFLE, which is the best weapon for
this boss. However, you only have a few bullets in it, so make them
count. The SNIPER RIFLE is a first-person weapon (to show off CV's nifty
3D engine), so you'll be able to zoom in on Nosferatu, whose heart is
exposed wide open for you to shoot. Run to a corner of the helipad, away
from Nosferatu, take aim and shoot it straight at the heart. Be careful
though as the weapon isn't 100% accurate and you may miss. If you do
strike it, Nosferatu will scream and stumble before getting back up.
Repeat the pattern of striking its heart several times, and if you are
successful in sniping, you'll receive a special cutscene. Beware as
Nosferatu emits a purple poisonous gas that may poison Claire if inhaled
so beware of it; if she's poisoned, a BLUE HERB will NOT cure it, thus
affecting Chris' game. If you run out of SNIPER RIFLE bullets, you'll
have to arm the HANDGUN or COMBAT KNIFE and continue shooting or
slashing. If you use the COMBAT KNIFE and stab it straight into its
heart, then you'll get a special cutscene as well.
--------------------------------------
--------------------------------------
Boss 3: Gulp Worm
Difficulty: Easy
If you have the BOW GUN, then this battle will be a piece of cake.
Simply shoot 5-6 EXPLOSIVE ARROWS when it surfaces from the soil, and
it'll die before it knew what hit it. The BOW GUN's shooting speed
makes it a rather painless option to use.
The ASSAULT RIFLE and GRENADE LAUNCHER are also good alternatives,
although you do lose quite a bit of ASSAULT RIFLE ammo and the GRENADE
LAUNCHER is a bit slow, meaning you'll have to dodge the Gulp Worm's
attacks more often. At most, 35% of the ASSAULT RIFLE clip should be
able to take it down, or 7-8 hits from GRENADE ROUNDS or FLAME ROUNDS.
If you're luck is bad and you don't have any of the above 3 weapons,
then use up as much of Chris' Glock 17 HANDGUN as it takes to defeat the
Gulp Worm, dodging its attacks over and over until you defeat it.
Overall, the Gulp Worm really shouldn't give you a hard time.
--------------------------------------
--------------------------------------
Boss 4: Albinoid Adult
Difficulty: Medium
The only reason why this boss gets a medium is because it's hard to
shoot it. Switch to the GRENADE LAUNCHER or SUBMACHINE GUN for this
one. As it swims to the edge, spray some ammo at it. Repeat this
pattern (the whole process may take a few minutes of waiting) until
the Albinoid dies.
An alternative strategy is to grab a full healing item (a FIRST AID
SPRAY or MIXED HERB) and jump into the water. Run for the EAGLE PLATE
and quickly grab it. You'll get shocked at least twice, which is how
the full-powered healing items comes in handy.
--------------------------------------
--------------------------------------
Boss 5: Giant Spider
Difficulty: Very Easy
Don't be intimidated; just like the Giant Spider in the original
Resident Evil, this one is cake, and like the Albinoid, you actually
don't even have to fight it. But if you do want to square off against
it, equip the GRENADE LAUNCHER and use the hole in the center of the
ice (below Nosferatu's body) and aim at it, running in circles to
avoid getting hit. It won't take many hits from the GRENADE LAUNCHER to
take the Giant Spider down, but be sure not to get hit. Once it dies,
a bunch of smaller spiders will emerge from the boss's body and attack
Chris. Like the ants, they're mostly harmless-just avoid them.
--------------------------------------
--------------------------------------
Boss 6: Steve
Difficulty: Impossible
No matter what weapon you've brought with you, Steve is simply too
strong to defeat. Steve's is gigantic, fast and wields a giant axe.
Have Claire run back the way she came. Steve will inevitably hit her
with the axe once, probably twice. After each hit, go into the item box
and use a full-powered healing item. Then keep running until you head
back through the gate.
Some players apparently don't have two healing items to bring. Most
likely, you're out of luck and will have to restart from an early save
and be more wise about inventory management. It's possible you may be
able to escape without using healing items, but you'll need to bring
along a a heavy weapon that can push Steve back fast enough for you to
180-turn and run like mad. The GRENADE LAUNCHER might work, so could
the explosive BOW GUN ARROWS. But it's best not to count on this working.
--------------------------------------
--------------------------------------
Boss 7: Alexia, first form
Difficulty: Medium
Hopefully you have the MAGNUM with you, otherwise the battle could be
more difficult. If Claire WASN'T poisoned by Nosferatu, Chris will
still be holding the COMBAT KNIFE, so if that's the case, do not start
swiping right away as Alexia can kill Chris by merely touching him.
Equip the appropriate weapon, get away from Alexia, and start
shooting. Alexia isn't too fast, but she throws blood around the hall
that bursts into flames, which can hurt Chris and stop him long enough
for Alexia to swoop in for the kill. Just keep moving around, avoiding
Alexia's fire and shoot her with the MAGNUM whenever you have a clear
shot. If you don't have the Magnum, then use the SUBMACHINE GUNS or
BOW GUN.
--------------------------------------
--------------------------------------
Boss 8: Alexia I, II & III
Difficulty: Medium
The battle starts off with Alexia in her first form attempting to kill
Claire. Use a weapon and shoot Alexia as quickly as possible before she
kills Claire and ends the game. Once you shoot Alexia, Claire will
escape and Alexia will mutate into her second form.
Alexia's second form isn't mobile, as it stays still. However, it's
gigantic and Chris has little room to run. Alexia II will use her
tentacles and a flurry of other smaller creatures to attack Chris, so
keep running around the empty part of the room and shoot Alexia II as
often as you can with powerful weapons, such as the MAGNUM or especially
the SUBMACHINE GUNS. The faster the weapons, the faster Alexia II goes
down. You can also shoot the smaller creatures that emerge from Alexia
to throw them off and prevent them from hurting Chris, but it wastes
ammo, so just focus on the huge creature instead.
After enough bullets, Alexia will mutate once again, and will become a
flying creature. She'll be ultimately less menacing than her second
form, but she'll be spewing fire again. Grab the LINEAR LAUNCHER from
the wall. It'll be another first person weapon, but it controls exactly
like the SNIPER RIFLE. Therefore, take aim and fire one shot into
Alexia. She'll try her best to miss, but thankfully you have unlimited
ammo, so keep firing until you hit her, ending the battle.
--------------------------------------
========================================================================
------------------------------------------------------------------------
18. Optional and Alternate Scenes
------------------------------------------------------------------------
========================================================================
This section deals with parts of the game that are optional or
alterable. Optional items can be skipped completely (although with
repercussions, most of the time) and alterable portions can be
completed in a different order or in a different manner that won't
really affect the outcome of the game.
----------------------------------
Event: Unlocking the Barracks Gate
----------------------------------
Changeable: Yes
Effect: You simply have to always run around the Barracks gate if you
decide not to unlock it.
-------------------------
Event: Security Box Trick
-------------------------
Changeable: Yes
Effect: If you trip the Prison's security boxes before cloning the alloy
emblem, and fail to restore the security before doing so, then
the zombies will not break into the room and you can freely
leave after you restore the security.
-------------------------------------
Event: Keeping the Empty Extinguisher
-------------------------------------
Changeable: Yes
Effect: If you leave the Empty Extinguisher in the Prison security box
without retrieving it, then you won't be able to extinguish the
flames guarding the Magnum in Antarctica.
------------------------------
Event: Grabbing the Navy Proof
------------------------------
Changeable: Yes
Effect: You can grab the Navy Proof at any time. If you grab it before
you discover Alfred's secret in the Private Residence, then the
Rockfort Island self-destruct system will commence after the
Airport Proof is taken. If the Navy Proof is grabbed after
Alfred's little scene with the cross-dressing, then the
self-destruct system will commence one the Navy Proof is picked
up.
---------------------------------------
Event: Time To Save Steve in the Palace
---------------------------------------
Changeable: Yes
Effect: If you take long to save Steve from the Gold Luger trap, then
he will say some slightly different things when you do finally
save him.
--------------------------------------
Event: Killing the Gulp Worm as Claire
--------------------------------------
Optional: Yes.
Effect: None. Claire will have wasted ammo and Chris will still have to
fight the Gulp Worm without his battle being any easier.
--------------------
Scene: Steve's Words
--------------------
Changeable: Yes
Effect: When playing as Steve, you can change what he says in the
Sewer Balcony depending on what you do with him. Kill a ton
of monsters, avoid all monsters (or kill very, very few) or
get Steve severely injured. He'll say something different for
each condition.
------------------------------------------------
Event: Using the First Eagle Plate in the Prison
------------------------------------------------
Changeable: Yes.
Effect: You simply complete the Prison before heading to the Private
Residence. Subsequently, you must return to the Military
Training Facility afterwards.
---------------------
Event: Saving Rodrigo
---------------------
Optional: Yes
Effect: If you do not save Rodrigo by giving him the Hemostatic
medicine, he will still appear when Chris arrives on Rockfort
Island, to tell him Claire got off the island. However, Rodrigo
will immediately die and Chris will not obtain the Lighter.
--------------------
Event: Luger Replica
--------------------
Optional: Yes
Effect: If you don't obtain the Luger Replica in the main game, you
can't play as Steve in Battle Game.
-------------------------------------
Event: Killing the Gulp Worm as Chris
-------------------------------------
Optional: Yes.
Effect: Whether or not Rodrigo is swallowed, Chris still has the option
of just ignoring the Gulp Worm. If he ignores the Gulp Worm
while Rodrigo's still alive, then he won't get the Lighter. If
Rodrigo's dead, nothing will change by ignoring the Gulp Worm.
----------------------------
Event: Poisoned by Nosferatu
----------------------------
Optional: Yes.
Effect: Claire should avoid Nosferatu's poison during the second boss
battle. If she doesn't, Chris will have to retrieve the the
Serum to continue forward.
--------------------------------------------------------------
Event: Fighting Alexia Before Exploring the Rest of Antarctica
--------------------------------------------------------------
Changeable: Yes.
Effect: When you get to Antarctica, you can immediately reunite with
Claire and then face Alexia before doing anything else. If you do this,
the Hunter scanners will vanish early and Alexia won't appear when
Chris brings Nosferatu's body out of the ice.
========================================================================
------------------------------------------------------------------------
19. New Events Guide
------------------------------------------------------------------------
========================================================================
-----------
New Event 1
-----------
Where:
------
Palace Courtyard, Part/Disc 1
Who:
----
Claire Redfield, Albert Wesker
Description:
------------
Claire's returned to the Palace after visiting the Prison's torture room
area. As she attempts to enter the Palace, a sinister voice calls out
from behind her. Claire looks back and sees none other than Albert
Wesker staring at her.
New Event Dialogue:
-------------------
Wesker: Greetings! You must be the lovely Claire Redfield.
Claire: Who're you?
Wesker: Let's just say that I'm a ghost... coming back to haunt your...
*dear brother*!
Claire: Wesker?
Wesker: It seems there's not much explaining to do, is there? I was
the one who attacked this island. Who would of thought you'd be
here? *laughs* Now that the cat dragged in this surprise, your
ever so caring brother... is sure to show up!
Claire: I don't know what went on between you two, but you have him all
wrong! My brother is not kind of person you think he is...
*screams*
[Wesker begins to choke Claire]
Wesker: I despise Chris!
Claire: What are you gonna do to him? *screams*
[Wesker throws Claire across the courtyard]
Wesker: Oh, how your brother will weep to see you die. *laughs*
[Wesker receives a call and answers it]
Wesker: What? What is it? ...stay there! I'm coming! ...it appears
you're still of some use to me. I'm gonna let you live... a
little longer!
[Wesker leaps out of the courtyard, leaving Claire alone]
-----------
New Event 2
-----------
Where:
------
Underground Airport, Part/Disc 2
Who:
----
Albert Wesker, Chris Redfield, Alexia Ashford
Description:
------------
Wesker and his crew have remained on the island after everyone else has
evacuated. He is attempting to discover Alexia's status and location,
but he finds her fully awake on the airport's computer terminal. He also
sees Chris, unsurprisingly, and sends the Hunters after Chris.
New Event Dialogue:
-------------------
Wesker: Alexia? No! And she's already fully awake!
[Wesker looks at another computer console and sees Chris]
Wesker: Chris! Oh little fishy, come see my hook! Chris, I'm gonna send
you a welcoming gift from me! Enjoy!
[Wesker laughs maniacally.]
-----------
New Event 3
-----------
Where:
------
Antarctica, Spencer Mansion Replica, Part/Disc 2
Who:
----
Albert Wesker, Alexia Ashford, Chris Redfield
Description:
------------
After Steve's dies, Alexia returns to the main hall of the Spencer
Mansion replica, where Wesker immediately confronts her. Chris, after
recovering from his leg injury, hides behind a pillar as he witnesses
Alexia mutate into a more sinister creature in order to challenge
Wesker.
New Event Dialogue:
-------------------
[Alexia punches Wesker, causing him to flip backwards.
Wesker lands on his feet.]
Wesker: You're coming with me!
[Wesker dodges Alexia's attempts to engulf Wesker in flames by spewing
flammable blood that erupts into flames as soon as it touches the
floor. In response, Wesker moves around the room, flinging himself off
of the walls and across the air using his legs, managing to punch
Alexia straight in the face. However, Alexia is hardly phased by
Wesker's assault,and throws more fire in Wesker's direction, where
Chris happens to be hiding as well. Wesker and Chris dodge Alexia's
attack.]
Wesker: Chris!
Chris: Wesker!
Wesker: Chris, since you're one of my best men... I'll let *you* handle
this!
[Wesker leaves the hall before Alexia throws a wall of flames in front
of the door, trapping Chris inside with Alexia. Chris has no choice
but to battle Alexia.]
-----------
New Event 4
-----------
Where:
------
Antarctica (after killing Alexia III), Part/Disc 2
Who:
----
Chris Redfield, Claire Redfield, Albert Wesker
Description:
------------
Chris finally destroyed Alexia's final form, but Wesker's managed to
capture Claire before she could make her way to the harrier jet. Chris
sees Wesker with Claire, and follows them through a set of hidden
hallways to a dock with a submarine. Chris and Claire have one final
confrontation with Wesker.
New Event Dialogue:
-------------------
[Chris heads down the stairs after killing Alexia and sees Wesker
holding Claire captive.]
Wesker: *laughs*
Chris: Claire! No!
[Chris chases Wesker through a hallway filled with zombies. Chris
simply tackles the zombies as he goes after Wesker. Chris emerges
in a dock with a submarine harbored and confronts Wesker.]
Wesker: Well done Chris! It seems that Alexia's work wasn't much of
anything.
Chris: Let her go, Wesker! You don't want her!
Wesker: Fine!
[Wesker releases Claire to Chris.]
Chris: Claire!
Claire: *moans*
Wesker: Today's a good day! I came for Alexia, but killing you is even
better!
Chris: Sorry to disappoint you, but Alexia is gone!
Wesker: That is no longer a concern for me. I have Steve to work with!
Claire: What?
Chris: Steve?
Wesker: In his body is still a living T-Alexia [sic] Virus. Steve should
be a good specimen. Maybe he'll come back alive just as I did,
and be able to see your sister again!
Chris: You freak!
[Claire attempts to charge at Wesker, but is held back by Chris.]
Claire: Don't you touch him!
Wesker: Sorry dear heart. But my men have already taken him.
Chris: You get out of here Claire! I have to finish this!
Claire: Alright. But remember your promise!
[Claire leaves the room and heads for the harrier jet.]
Chris: Let's end this once and for all! Say hello to my comrades who
you've killed!
Wesker: I don't where you get your confidence, Chris.
[Chris and Wesker attack each other. Chris attempts to hit Wesker with a
metal pole, but Wesker, with his superhuman abilities, does not react to
it, instead punching Chris and flinging him across the room. They
continue to fight.]
[The scene switches to Claire, having reached the harrier jet. Before she
boards it, Claire stares at the emergency elevator, anxiously waiting
for Chris to arrive.]
Speakers: The self destruct system has been activated. All personal
evacuate immediately.
[The scene switches back to Chris and Wesker. Wesker continues to punch
Chris, whose nose is bleeding. Wesker delivers one last punch that sends
Chris flying onto his back. Chris lies on his back, nearly helpless, as
Wesker raises his arms to praise his abilities. Chris looks at the
ceiling and sees a bunch of metal bars suspended by a chain, which gives
him an idea.]
Wesker: Sure I'm not human anymore! But just look at the power I've
gained!
[Wesker jumps and attempts to slam Chris' head into the concrete with his
sheer strength, but Chris manages to roll away in time, causing Wesker
to slam the concrete, cracking it. Chris dives for the crank that holds
the metal bars, and hits it, causing the metal bars to fall straight
onto Wesker. Chris sits for a moment, believing Wesker to be dead, but
the bars begin to slide away, and Wesker rises, smiling at Chris.]
Wesker: Nice try.
Chris: Wesker!
[A sudden explosion occurs, and Wesker is too close to the blast, which
wounds his face. Wesker decides to give up and allow Chris to leave.]
Wesker: Today's your lucky day. Next time we meet, don't count on
another!
Chris: Next time!
Wesker: Until we meet again! *laughs maniacally*
[Chris leaves the submarine dock as Wesker laughs maniacally. Then, the
original CODE: Veronica ending resumes.]
========================================================================
------------------------------------------------------------------------
20. Version Changes
------------------------------------------------------------------------
========================================================================
------------
Introduction
------------
Biohazard/Resident Evil is a survival horror video game series by Capcom
that first launched in 1996. Fifteen years later, as of 2011, the series
has sold 50 million units worldwide across platforms like the
PlayStation, PlayStation 2, PlayStation 3, GameCube, Nintendo Wii,
Dreamcast, Saturn, Nintendo 64, Nintendo DS, Game Boy Color, the PC, the
Tiger Game.com and even mobile phones like the iPhone and Android.
Seldom have the North American and Japanese versions of any Biohazard
game been completely identical. In fact, the only ones that come to
mind that were the same (disregarding language changes) are the remake
of the original Biohazard, Biohazard: Umbrella Chronicles, Biohazard:
The Darkside Chronicles and Biohazard 5.
Only a little bit more common in the series are identical versions on
different platforms. Most ports contain something unique about them.
CODE: Veronica's various versions, SKUs and packages all have something
unique about them, and this goes for the game across different regions
as well. Compared to the other Biohazard games, they're fairly minor,
but still exist.
CODE: Veronica's history is as follows, using Japanese release dates:
Biohazard CODE: Veronica was was announced for the upcoming Sega
Dreamcast exclusively in 1998, and was to feature fully 3D graphics.
After a delay, Capcom bundled a demo with the Dreamcast version of
Biohazard 2 in Japan, and released the game in February of 2000 in two
flavors, a regular edition and a Limited Edition with a red slipcover
featuring an angel design.
A few months later, a PlayStation 2 port and Dreamcast re-release were
announced, to celebrate the series' upcoming 5th anniversary on March
22, 2001. The new version was to contain new cut-scenes featuring Albert
Wesker and promote the Wesker's Report DVD.
In September 2001, Capcom announced the series' move to the Nintendo
GameCube, of which announcement a port of CODE: Veronica X was part of
and was finally released in August 2003. The GameCube version was ported
from the Dreamcast version.
The same day as the GameCube release in Japan, a budget CapKore version
("Kore" is a Japanese transliteration of "colle" from "collection") was
released for the PlayStation 2.
In August 2006, Capcom celebrated the series' 10th anniversary by
re-releasing the PlayStation 2 version as part of a bundle pack with the
game's Official Soundtrack.
In February 2009, a Best Price version for the PlayStation 2 was
released.
In September 2011, HD Remaster Versions were released for the Xbox 360
and PlayStation 3 with profound visual improvements. The North American
releases were available as paid downloadable content on Xbox Live Games
of Demand and PlayStation Network. The Japanese release package was
titled "Biohazard Revival Selection HD Remaster-ban" ("ban" meaning
"version" or "edition") and came on a Blu-ray Disc and Xbox 360 DVD. The
Revival Selection package also came with Biohazard 4 (in Japan only).
What follows in this guide is a description of the differences between
the various versions of CODE: Veronica.
----------------
List of Versions
----------------
The list of all different versions of CODE: Veronica in North America
and Japan as follows. No PAL (European) games are covered in this guide,
unfortunately, due to my inability to run PAL software.
Japan
-----
Biohazard CODE: Veronica Trial Edition (Dreamcast)
Biohazard CODE: Veronica (Dreamcast)
Biohazard CODE: Veronica Limited Edition (Dreamcast)
Biohazard CODE: Veronica Kanzenban (Dreamcast)
Biohazard CODE: Veronica Kanzenban (PlayStation 2)
Biohazard CODE: Veronica Kanzenban (GameCube)
Biohazard CODE: Veronica Kanzenban CapKore (PlayStation 2)
Biohazard CODE: Veronica Kanzenban Premium Pack (PlayStation 2)
Biohazard CODE: Veronica Kanzenban Best Price (PlayStation 2)
Biohazard Revival Selection HD Remaster-ban (PlayStation 3)
Biohazard Revival Selection HD Remaster-ban (Xbox 360)
North America
-------------
Resident Evil CODE: Veronica (Dreamcast)
Resident Evil CODE: Veronica X (PlayStation 2)
Resident Evil CODE: Veronica X Greatest Hits (PlayStation 2)
Resident Evil CODE: Veronica X (GameCube)
Resident Evil CODE: Veronica X Now in HD (PlayStation 3)
Resident Evil CODE: Veronica X Now in HD (Xbox 360)
--------------------------------------------------
Biohazard CODE: Veronica Trial Edition (Dreamcast)
--------------------------------------------------
Region: Japan
Bundled with: Biohazard 2 Value Plus
Platform: Dreamcast
Release Date: December 22, 1999
A demo of CODE: Veronica was included with Biohazard 2 Value Plus on the
Dreamcast to sell consumers on the minimally upgraded re-release of the
original PlayStation game (actually ported from PC). The demo contained
most of the first fifteen minutes of the game, along with all the cut-
scenes that made it to the final game in that portion.
The only change is that Claire is able to take the Gold Lugers from the
display room in the Palace, compared to the final game, in which Steve
takes them instead. Claire can take the Lugers to the door in the save
room on the second floor, and unlock it by placing the Lugers onto
there. In the final game, Claire could only do this after going through
the Airport and Military Training Facility. The demo ends with Claire
headed towards the Private Residence, and hearing Alexia laughing.
The demo also contains a few music tracks from all the Biohazard games
up to that point in 1999 (so it excludes Gun Survivor). Called a Sound
Museum, the tracks are as follows:
1. Terror (Darkness Lives) - 0:57
2. Peace of Mind - 2:42
3. 10 Minutes Until Explosion - 1:04
(from Biohazard Soundtrack Remix)
4. Prologue - 1:30
5. Secure Place - 0:55
6. Credit Line of Whole Staff - 2:34
(from Biohazard 2 Original Soundtrack)
7. The Opening - 1:30
8. Free From Fear - 2:32
9. Nemesis Final Metamorphosis - 3:38
(from Biohazard 3 Original Soundtrack)
10. BIO HAZARD Beast from the east mix1 - 6:56
(from Biohazard 2 reMIX~met@morPhoses)
11. "The ultimate bio-weapon" Medley - 9:38
(from Biohazard Orchestra Album)
12. Dai Ichi Yoru: Sangeki no Kizashi
(from Biohazard Drama Album ~Unmei no Raccoon City~ Vol. 1
------------------------------------
Biohazard CODE: Veronica (Dreamcast)
------------------------------------
Region: Japan
Platform: Sega Dreamcast
Release Date: February 3, 2000
Price: ¥6800
Disc Number: GD-ROM x 2
Versions: regular, Limited Edition
This is the original release of Biohazard CODE: Veronica on the
Dreamcast. It's different from the Limited Edition in several ways. The
Limited Edition came with a special red cover slipcase of Claire's Let
Me Live angel design from her jacket. Wesker's face was on the title
screen like in the U.S. version. Both versions, and future Japanese
releases on GameCube and PlayStation 2 contained the difficulty modes of
Very Easy, Easy and Normal.
----------------------------------------------
Biohazard CODE: Veronica Kanzenban (Dreamcast)
----------------------------------------------
Region: Japan
Platform: Sega Dreamcast
Release Date: March 22, 2001
Price: ¥5800
Disc Number: GD-ROM x 2
This is based on the original release, with the differences being the
inclusion of the new Wesker cut-scenes and, exclusive only to this
release, Battle Mode being unlocked from the beginning. Also included
are the modified credits, which plays a medley of the game's various
themes rather than the piano theme of the original. Then there's Steve'
hair, which covers his forehead this time while looking slightly darker.
The introduction scene before the title screen was also changed. It was
also ¥1000 cheaper than the original release's launch MSRP.
--------------------------------------------------
Biohazard CODE: Veronica Kanzenban (PlayStation 2)
--------------------------------------------------
Region: Japan
Bundled with: Devil May Cry Trial Edition (original)
Platform: PlayStation 2
Release Date: March 22, 2001 (original)
August 7, 2003 (CapKore)
August 24, 2006 (Premium Pack)
February 19, 2009 (Best Price)
Price: ¥6800 (original release)
Â¥4800 (CapKore)
Â¥2480 (Premium Pack)
Â¥2090 (Best Price)
Disc Number: DVD-ROM x 1
The PlayStation 2 version came on one DVD-ROM and featured a brand new
introduction scene featuring uncompressed DVD-quality CG in addition to
the new cut-scenes and medley ending music. Unlike the Dreamcast
version, Battle Mode and the Infinite Rocket Launcher in Very Easy Mode
were not unlocked from the beginning. Steve's hair was changed. The
original release featured a demo of Devil May Cry, but the subsequent
CapKore and Premium Pack dropped the demo disc.
The Premium Pack includes part of the game's OST. Here are the official
tracks:
1. Prologue (1:35)
2. Opening: Claire Version (2:47)
3. Death Siege (2:12)
4. Infants (0:48)
5. Here Comes The Knight (1:19)
6. Curiosity (0:43)
7. The Suspended Doll (2:05)
8. A State of Emergency (2:17)
9. Blanc (2:01)
10. The Opening: Chris Version (0:48)
11. To Antarctica (1:16)
12. Love? (2:24)
13. Murderous Eyes (1:12)
14. For S.T.A.R.S. (1:35)
15. Invincible?! (1:14)
16. Velocity (1:22)
17. End Credits (Complete Version) (5:29)
On March 22, 2001, the Biohazard 5th Anniversary Nightmare Returns
package was released in limited quantities of 10,000 units. That's not a
lot considering that the series has sold tens of millions of units. The
set included a briefcase modeled after CODE: Veronica's Duralumin Case,
a CD binder containing special prints of Biohazard, Biohazard 2: Dual
Shock Edition and Biohazard 3: Last Escape, as well as a key ring, a
finger ring, dog tag with case number, ball point pen, Wesker's Report
and the ordinary release of Biohazard CODE: Veronica Kanzenban (with the
Devil May Cry Trial Edition).
---------------------------------------------
Biohazard CODE: Veronica Kanzenban (GameCube)
---------------------------------------------
Region: Japan
Bundled with: Biohazard Collector's Box
Platform: Nintendo GameCube
Release Date: August 7, 2003
Price: ¥4800 (standalone)
Â¥19800 (Biohazard Collector's Box)
Disc Number: Mini-DVD x 2
The GameCube version is almost exactly like the Dreamcast version, with
the exception of not having Battle Mode and the Infinite Rocket Launcher
in Very Easy mode unlocked from the beginning, as well as the presence
of a new "Biohazard" announcement voice when selecting NEW GAME, LOAD
GAME or BATTLE GAME on the title screen. Nor does the GameCube have an
equivalent to the Dreamcast's VMU memory unit. The introduction scene is
also the same. Steve's hair remains altered from the very original CODE:
Veronica.
On the same day, the Biohazard Collector's Box came out. Released on
August 7, 2003 for ¥19,800 in Japan only, the Collector's Box was a set
containing a few Biohazard titles and a few extras. It came in quite
literally a greenish-blue box that held the GameCube editions of
Biohazard 0, Biohazard, Biohazard 2, Biohazard 3: Last Escape and
Biohazard CODE: Veronica Kanzenban. It also contained a simple book with
a black cover and plain white paper that had the Japanese transcripts of
Wesker's Report and Wesker's Report II. Like the 5th Anniversary
Package, this was limited to 10,000 units, but there was nothing special
about the games contained in it, nor was there a number you could use to
see which of the 10,000 you got.
-----------------------------------------------------------
Biohazard Revival Selection HD Remaster-ban (PlayStation 3)
-----------------------------------------------------------
Region: Japan
Bundled with: Biohazard 15th Anniversary Special BOX
Platform: PlayStation 3
Release Date: September 8, 2011
Price: ¥4,490 (standalone)
Â¥7800 (Biohazard 15th Anniversary Special BOX)
Disc Number: Blu-Ray Disc x 1
This is the most dramatically changed port of CODE: Veronica since the
original release. The game now features widescreen high resolution
graphics suitable for HDTV sets. The game's engine has been converted to
run on Capcom's modern multiplatform engine, MT Framework. The extra
processing power of the PlayStation 3 allows the game to have vastly
improved dynamic lighting. The game is based on CODE: Veronica Kanzenban
for the Dreamcast, retaining the changes contained in that version
except for the use of the PlayStation 2 CG attract movie for the
pre-title screen introduction scene, the lack of Rocket Launcher in Very
Easy Mode and Battle Game being unlocked from the beginning.
The pictures of Claire, Chris, Steve and Wesker in the item screen are
changed to match their art renders.
The game supports Leaderboards.
Revival Selection also comes with a port of Biohazard 4.
Early PlayStation 3 buyers could get a free abridged digital copy of
Biohazard Archives II (specifically the CODE: Veronica and Biohazard 4
portions of the book) from the PlayStation Store.
It comes on a disc, but the game must be installed to the PlayStation 3
hard disk and played while the Blu-Ray disc is inside the drive. As with
all PlayStation 3 software, this game is region-free.
The game contains the following 12 Trophies:
01. The Terror Begins
Escape from the Graveyard of Terror.
02. A Changed Father
Liberate the changed man.
03. Beyond the Shades
Encounter a former S.T.A.R.S. captain.
04. The Fallen Tyrant
Flatten an unstoppable enemy.
05. The Prisoner Who Lost Everything
Defeat the nameless man and end his suffering.
06. To The Frozen Land
Begin the search for your sister.
07. The Arrogant Queen
Put an end to the Queen's reign.
08. Duty and Humanity
Deliver some medicine to a man in need.
09. Weapon Crazy
Get the Rocket Launcher.
10. Battle Master
Get the Linear Launcher from Battle Game.
11. From The Young Lady
Receive some encouragement from a young lady.
12. The Green Giant
Say farewell to your fallen comrade.
The Biohazard 15th Anniversary Special BOX was released on the same day
exclusively for e-Capcom shoppers (Capcom Japan's online store). The set
was released in extremely limited quantities. It contained the standard
release of Revival Selection, along with a disc binder containing
reprints of Biohazard Director's Cut, Biohazard 2 and Biohazard 3: Last
Escape for the original PlayStation. It also contained badges, the 2006
abridged soundtracks for Biohazard CODE: Veronica and Biohazard 4, a
cardboard spacer for Biohazard 5 or Biohazard 5: Alternative Edition and
some stickers, all contained in a nicely designed cardboard box with a
S.T.A.R.S. logo on it.
------------------------------------------------------
Biohazard Revival Selection HD Remaster-ban (Xbox 360)
------------------------------------------------------
Region: Japan
Platform: Xbox 360
Release Date: September 8, 2011
Price: ¥4,490
Disc Number: DVD-ROM x 1
This is the most dramatically changed port of CODE: Veronica since the
original release. The game now features widescreen high resolution
graphics suitable for HDTV sets. The game's engine has been converted to
run on Capcom's modern multiplatform engine, MT Framework. The extra
processing power of the Xbox 360 allows the game to have vastly
improved dynamic lighting. The game is based on CODE: Veronica Kanzenban
for the Dreamcast, retaining the changes contained in that version
except for the use of the PlayStation 2 CG attract movie for the
pre-title screen introduction scene, the lack of Rocket Launcher in Very
Easy Mode and Battle Game being unlocked from the beginning.
The pictures of Claire, Chris, Steve and Wesker in the item screen are
changed to match their art renders.
Revival Selection also comes with a port of Biohazard 4.
Early Xbox 360 buyers could get a free Leon costume for their console
avatar with their purchase.
The game supports Leaderboards.
The game comes on one DVD-ROM (which is separate from the Biohazard 4
disc of the same package). Note that this version is NOT region-free
and will only run on an Xbox 360 designed for Japan or other Asian
regions.
The game contains the following 12 Achievements worth 1000 points:
01. The Terror Begins
Escape from the Graveyard of Terror.
02. A Changed Father
Liberate the changed man.
03. Beyond the Shades
Encounter a former S.T.A.R.S. captain.
04. The Fallen Tyrant
Flatten an unstoppable enemy.
05. The Prisoner Who Lost Everything
Defeat the nameless man and end his suffering.
06. To The Frozen Land
Begin the search for your sister.
07. The Arrogant Queen
Put an end to the Queen's reign.
08. Duty and Humanity
Deliver some medicine to a man in need.
09. Weapon Crazy
Get the Rocket Launcher.
10. Battle Master
Get the Linear Launcher from Battle Game.
11. From The Young Lady
Receive some encouragement from a young lady.
12. The Green Giant
Say farewell to your fallen comrade.
----------------------------------------
Resident Evil CODE: Veronica (Dreamcast)
----------------------------------------
Region: North America
Platform: Sega Dreamcast
Release Date: February 29, 2000
Price: $49.99 USD
Disc Number: GD-ROM x 2
This was the original release of CODE: Veronica in North America. It was
based on the Japanese Limited Edition and featured Wesker on the title
screen. Changed from the Japanese version is the lack of difficulty
options. The only difficulty option available is Normal Mode.
----------------------------------------------
Resident Evil CODE: Veronica X (PlayStation 2)
----------------------------------------------
Region: North America
Platform: PlayStation 2
Release Date: August 22, 2001
Price: $49.99 USD (original release)
$19.99 USD (Greatest Hits)
$39.99 USD (Resident Evil Essentials)
Disc Number: DVD-ROM x 1
This was the re-release on the PlayStation 2, and like the Japanese one,
contained a Devil May Cry demo. It also commemorated the series' 5th
Anniversary with a golden bar stating such. Pre-orders came with a copy
of Wesker's Report. The Greatest Hits version was released in 2002,
which dropped the 5th Anniversary banner as well as the Devil May Cry
demo. Like the Dreamcast version, the difficulty options were removed.
As in the Japanese versions, Steve's hair has been altered from the
very original Dreamcast release.
The game was re-released in September 2007 as part of the Resident Evil
Essentials bundle pack, which also contained Resident Evil 4 and
Resident Evil Outbreak.
--------------------------------------------------
Resident Evil CODE: Veronica X (Nintendo GameCube)
--------------------------------------------------
Region: North America
Platform: Nintendo GameCube
Release Date: December 3, 2003
Price: $39.99 USD
Disc Number: Mini-DVD x 2
This came a few months after the Japanese version. Like the Dreamcast
and PlayStation 2 games, difficulty options were not permitted. The
voice in the title screen was altered like the Japanese version.
Interestingly, this version would introduce the introduction scene that
was previously seen in Japan only. Steve's hair remains altered from the
very original Dreamcast release.
----------------------------------------------------------
Resident Evil CODE: Veronica X - Now in HD (PlayStation 3)
----------------------------------------------------------
Region: North America
Platform: PlayStation 3 - PlayStation Network
Release Date: September 27, 2011
Price: $9.99 (PlayStation Plus subscribers - 1 week only)
$19.99 USD (regular price)
This is the most dramatically changed port of CODE: Veronica since the
original release. The game now features widescreen high resolution
graphics suitable for HDTV sets. The game's engine has been converted to
run on Capcom's modern multiplatform engine, MT Framework. The extra
processing power of the PlayStation 3 allows the game to have vastly
improved dynamic lighting. The game is based on CODE: Veronica Kanzenban
for the Dreamcast, retaining the changes contained in that version
except for the use of the PlayStation 2 CG attract movie for the
pre-title screen introduction scene and Battle Game being unlocked from
the beginning. As with all North American releases, only Normal Mode is
available to select. The "Resident Evil" announcement voice at the title
screen comes from the GameCube version rather than the Dreamcast or
PlayStation 2 releases (although in Japan, the non-GameCube "Biohazard"
voice was used.)
The pictures of Claire, Chris, Steve and Wesker in the item screen are
changed to match their art renders.
The game supports Leaderboards.
PlayStation Plus users receive free XMB user avatars featuring Claire,
Wesker, Chris, Steve and Alexia.
The game contains the following 12 Trophies:
01. The Terror Begins
Escape from the Graveyard of Terror.
02. A Changed Father
Liberate the changed man.
03. Beyond the Shades
Encounter a former S.T.A.R.S. captain.
04. The Fallen Tyrant
Flatten an unstoppable enemy.
05. The Prisoner Who Lost Everything
Defeat the nameless man and end his suffering.
06. To The Frozen Land
Begin the search for your sister.
07. The Arrogant Queen
Put an end to the Queen's reign.
08. Duty and Humanity
Deliver some medicine to a man in need.
09. Weapon Crazy
Get the Rocket Launcher.
10. Battle Master
Get the Linear Launcher from Battle Game.
11. From The Young Lady
Receive some encouragement from a young lady.
12. The Green Giant
Say farewell to your fallen comrade.
-----------------------------------------------------
Resident Evil CODE: Veronica X - Now in HD (Xbox 360)
-----------------------------------------------------
Region: North America
Platform: Xbox 360 - Xbox Live
Release Date: September 27, 2011
Price: $19.99 USD
This is the most dramatically changed port of CODE: Veronica since the
original release. The game now features widescreen high resolution
graphics suitable for HDTV sets. The game's engine has been converted to
run on Capcom's modern multiplatform engine, MT Framework. The extra
processing power of the Xbox 360 allows the game to have vastly
improved dynamic lighting. The game is based on CODE: Veronica Kanzenban
for the Dreamcast, retaining the changes contained in that version
except for the use of the PlayStation 2 CG attract movie for the
pre-title screen introduction scene and Battle Game being unlocked from
the beginning. As with all North American releases, only Normal Mode is
available to select. The "Resident Evil" announcement voice at the title
screen comes from the GameCube version rather than the Dreamcast or
PlayStation 2 releases (although in Japan, the non-GameCube "Biohazard"
voice was used.)
The pictures of Claire, Chris, Steve and Wesker in the item screen are
changed to match their art renders.
The game supports Leaderboards.
PlayStation Plus users receive free XMB user avatars featuring Claire,
Wesker, Chris, Steve and Alexia.
The game contains the following 12 Achievements:
01. The Terror Begins
Escape from the Graveyard of Terror.
02. A Changed Father
Liberate the changed man.
03. Beyond the Shades
Encounter a former S.T.A.R.S. captain.
04. The Fallen Tyrant
Flatten an unstoppable enemy.
05. The Prisoner Who Lost Everything
Defeat the nameless man and end his suffering.
06. To The Frozen Land
Begin the search for your sister.
07. The Arrogant Queen
Put an end to the Queen's reign.
08. Duty and Humanity
Deliver some medicine to a man in need.
09. Weapon Crazy
Get the Rocket Launcher.
10. Battle Master
Get the Linear Launcher from Battle Game.
11. From The Young Lady
Receive some encouragement from a young lady.
12. The Green Giant
Say farewell to your fallen comrade.
--------------------------
Frequently Asked Questions
--------------------------
Q: So, which version of CODE: Veronica is right for me?
A: As far as the pre-2011 versions go, it really doesn't matter since
the differences are pretty insignificant in 2011 compared to 2001
(if you want differences, then examine Biohazard 4!). Get the cheapest
version, the one on the system you play the most, or one that you'll be
able to play on a next-generation system like the Nintendo Wii. In the
days of YouTube and other file downloading sites, you can also view the
new cut-scenes online, so even the original Dreamcast version will do
you fine.
However, with the 2011 release of Biohazard Revival Selection, gamers
are given the opportunity to obtain a more future-proof release of CODE:
Veronica, with better graphics, Achievements/Trophies and Leaderboards.
Either the PlayStation 3 or Xbox 360 versions will do, and are both
superior to what came before it.
Q: How does each version compare to one another?
A: The PlayStation 2 version has the longest loading times, while the
Dreamcast and GameCube versions are almost exactly the same. The
PlayStation 2 version has the cleanest CG scenes, considering that they
are uncompressed on a large PlayStation 2 DVD-ROM.
The HD versions have the new MT Framework engine powering them, which
results in improved lighting and other graphical enhancements,
Achievements/Trophies and Leaderboards.
Q: Should I play through a Japanese version?
A: Sure, since there are various walkthroughs to help you through the
game's various versions, and there are File Transcripts documents as
well. If you like playing games in easier difficulties, then you'll
need the Japanese versions.
========================================================================
------------------------------------------------------------------------
20. About The Author
------------------------------------------------------------------------
========================================================================
You can find me posting on the following websites regularly:
NeoGAF (www.neogaf.com)
GameFAQs (www.gamefaqs.com)
Biohaze (www.biohaze.com)
Twitter (www.twitter.com/cvxfreak)
I have a GameFAQs contributor page, where you can find my other guides:
http://gamefaqs.com/features/recognition/9035.html
========================================================================
------------------------------------------------------------------------
21. Conclusion
------------------------------------------------------------------------
========================================================================
This guide is complete and up-to-date to the best of my knowledge.
I want to give the following special thanks:
- My family and friends for their continued support
- GameFAQs for being a great website after all these years
- Capcom, for creating the Resident Evil series and CODE: Veronica
cvxfreak
cvxguides[at]gmail.com
This document is copyright 2011 by cvxfreak. Please respect this
copyright.